GOTM 08 - final spoiler (free-for-all)

Firstly, you have no way of knowing how much money Toku had in his treasury. The amount displayed in the trade advisor is how much he is willing to trade at this time. He may or may not actually have more.

Secondly, while they do not get free upgrades, they do get a MASSIVE discount compared to the players, so a very small treasury will allow him to make widespread upgrades.
 
I'm not much of one for long winded reports, so here are my highlights:

Started the game with the goal of fast Diplomatic victory. Got to Mass Media by 1590 AD, which I was fairly happy with, but then had trouble getting enough votes, so finally won in the 1800's with ~35k points.

Early tech path:
fishing -> AH -> BW -> Mysticism -> writing -> wheel -> med -> priesthood (1720 BC) -> begin COL

1560 BC - Oracle is built! Not by me obviously... Oh well the cash is useful anyway.

950 BC founded Munich (SE near marble- high production city)
550 BC built Great Lighthouse in Berlin
375 BC founded Cologne (near gems/horses to the E, blocked Washington nicely)
(I founded more cities than this, ended with 5 on main island, 5 others, mainly in high-food areas to boost my population)
1 AD completed Colossus in Berlin
200 AD built Great Library in Berlin
880 AD discovered Paper
1360 AD discovered Liberalism, took Physics as my tech.

Both Washington and Elizabeth were great tech trading partners. I declared on Toku to get Cyrus and Lizzie to like me more. Somewhere along the line Cathy declared on me.

1590 AD Discovered Mass Media
1705 AD Completed UN

Had some trouble getting enough votes. Washington was next biggest, and Cyrus and Elizabeth both voted for me. All others abstained.

I had to really butter up Isabella to like me (had -4 'traded with worst enemy') - switched to her religion, traded resources, and was on my way to gifting her to fascism for the 'wisely choses civics' bonus, but I didn't need to go that far.

1800's AD Won diplomatic victory

Great People (mainly scientists, some merchants):
976BC
425AD
620AD
860AD
1090AD
1350AD
1370AD (physics)
1540AD
1670AD
1822AD
 
Well, after a long hard slog, I pulled out a conquest victory in 1730AD. Definitely not a fast time by my usual standards, but this map just did not lend itself to fast conquest.

I took out Washington with Axes in around 1AD, Cyrus with Maces and Cats in 1000AD, Toku right after Cyrus again with Maces and Cats (wasn't he a joke...), then I sent my army toward England on my fleet of galleys. From Toku's island to England was a circuitous 12-turn trip. Fortunately, just after my inital forces arrived (about 12 maces and 12 cats), I got Astronomy (around 1450AD) and could start upgrading Galleys to Galleons. I also got Chemistry and Steel at about the same time (used Liberalism to get Steel). So, while my now archaic forces were banging away at Vicky's outer cities, my core cities were busy cranking out cannons.

Cannons and Grenadiers were finally put to some use toward the end of the English war (galleons made the whole war effort about 10 times easier). Research was shut off after I had Steel and Astronomy, so all commerce was funneled into upgrades. Upgrading the navy was the first priority (I enjoy frigates more than I probably should). Once the war with Vicky was over, I upgraded most of my Catapults to cannon, loaded them on my fleet of 15 galleons, and sailed next to moscow (and st. petersburg and rostov). Catherine was the next to fall; my forces cutting through her longbow-garrisoned cities without any trouble.

The russian war took all of 10 turns (started 1610, finished in 1660), and it was off to Spain now. By now my forces had swelled to around 24 full galleons (I suffered virtually no losses most of the game). I took 4 cities in the first turn of war against Isabella and her entire empire except for a single city was wiped out in about 5 turns. Unfortunately, some time between the turn I declared war and the turn I finished what I thought would be the last, she plopped down one city on the other side of the world. Fortunately, my navy was so expansive that the new city was within a few turns reach of a couple galleons. Still, this annoying move added another 4-5 turns to my victory date.

I will be very curious to see some more conquest and domination victories. I'm especially glad I didn't go for domination. That would have been rediculous, I think. I can't count the number of times I was so very glad to able to completely raze entire empires. Paying maintenance on those far-flung holdings could have really gotten out of hand. I'm curious to see if any of the top players decide to go for a complete mace, knight, and catapult conquest. I'm of the belief that Galleons are an absolute necessity, but I would think that, if you're fast enough, teching up to Grenadiers and Cannons is pretty much optional.
 
jesusin, contender. Goal: fast cultural victory.

Cultural victory in 1808AD. Absolutely peaceful play, expanding to only 6 cities, all in the initial island.

Happy with Normal speed, I think a conquest at monarch at Epic is no more difficult than a conquest at prince at Normal.

My initial idea was to have an early Academy and to conquer my initial island, so I had the possibility to go for Conquest or for Culture.

When I saw the size of the initial island and the size of the world and the close marble, I decided to go cultural.

After hours of spreadsheet work, I decided it was best to create a worker and investigate AH, so as to work the pigs asap and for the whole game. Fishing and workboat first was the second best option.

Techs: AH-fishing-wheel-pottery-BW-Wri-Alph-Poly-Maths-Music-CS-Liber-MiliTrad-shut down science for 100% culture in 1270AD.
Production: Worker-half a warrior-boat-war-granary-warrior-exploringworkboat-Settler-Axe-Settler…

*1000BC stats: 3cities, 9pop, 2worker, 1boat expl, 3(Axe). Copper +horses+almost marble. 1Lux, 2health. 10fpt, 14hpt, 31bpt,-1gpt, 7cpt, 0GPPpt. Box: f, h, b, 10g, c. Acad, 2Gra, 2Obe, 1Lib, 1Barr. 0WW.1GP. 12Techs: (Alph). 1reli,no ofi,0mine. 4 hours. 3 known. 0 cottage used.
*1AD stats: 6cities, 34pop, 6worker, 1miss, 5(Axe), boat. Copper, Horses, Iron, Marble. 2Lux, 7health. 26fpt, 53hpt, 52bpt,+1gpt, 40cpt, 3GPPpt. Box: 25g, 1GP. 1WW,0NW. 22Techs: (Lite+Drama) but no CoL ni CS. 2 religion, no ofic, 0 mine. 6/8 cottages used. 8 hours. 2temple. 3 sessions.Circumnavigated
*1000AD stats: 6cities, 63pop, 6worker, 10(HBA). Iron, Copper, Horses ,Marble. 3Lux, 6health, 89hpt, 184bpt,-8gpt, 228cpt, 36GPPpt. Box: 218g, 6700c, 5GP. 2WW,1NW. Techs:(start Liber). 3religion, no ofic, 0mine. 23 cottages used. 1 civ not known. 13,5 hours. 13 rel*ciu, 11 temp built, 2 catedr built.

* I learnt that:
Having 1 turn left to produce an Axe, and having a barbarian on your only copper, you press enter and then the copper is pillaged and the Axe is born.

* I’m happy about:
Academy in 975BC.
Partenon in 625BC.
Early granaries.
Exploring with workboat, for early contacts and circumnavigartion.
Second city had Gems and Horses, blocking Washington.
Careful planning ahead made the last artist superspecialist produce 4176 culture in the end, just over 4000. Also the 3 cities went legendary with 1 turn of difference.

* I’m sad about:
Oracle built by other in 1400BC, even before I had marble connected.
Lost the race to GreatLightHouse, HnagingGardens and NotreDame.
Early pottery but veeeery late cottages, the first one I had to destroy because it was on copper.
I undervalued Colossus and GreatLightHouse.
My third legendary city was my sixth city, on the west, having corn and fish. It was a no-hammers city, and it was the only city with christianism, so I had to pop rush 3 temples, 1 monastery, 2 missionaries and 2 cathedrals there. As a consequence, the 10+ cottages there were really slow to grow.
I could have easily expanded to 9 cities building 3 on closeby shores, for 3 more cathedrals, but I got lazy and I didn´t..
Revolting to FreeExpresion and CasteSystem in the middle of TajMajal’s Goldan Age.

*I’m not sure about:
Third city has Marble, Rice, lake and Cows, but was not on the coast and took long to hook-up marble; would it had been better on the marble or maybe on the coast?
I built GreatLibrary, but not in my capital; that was great to keep my Gpfarm 100% artist but lost the 75% modifier the capital applied to beakers.
Teching up to Military Tradition, it help me to be in the middle of the pack militarily for the rest of the game, but it cost me some turns.
 
malekithe said:
Well, after a long hard slog, I pulled out a conquest victory in 1730AD. Definitely not a fast time by my usual standards, but this map just did not lend itself to fast conquest.

I took out Washington with Axes in around 1AD, Cyrus with Maces and Cats in 1000AD, Toku right after Cyrus again with Maces and Cats (wasn't he a joke...), then I sent my army toward England on my fleet of galleys. From Toku's island to England was a circuitous 12-turn trip. Fortunately, just after my inital forces arrived (about 12 maces and 12 cats), I got Astronomy (around 1450AD) and could start upgrading Galleys to Galleons. I also got Chemistry and Steel at about the same time (used Liberalism to get Steel). So, while my now archaic forces were banging away at Vicky's outer cities, my core cities were busy cranking out cannons.

Cannons and Grenadiers were finally put to some use toward the end of the English war (galleons made the whole war effort about 10 times easier). Research was shut off after I had Steel and Astronomy, so all commerce was funneled into upgrades. Upgrading the navy was the first priority (I enjoy frigates more than I probably should). Once the war with Vicky was over, I upgraded most of my Catapults to cannon, loaded them on my fleet of 15 galleons, and sailed next to moscow (and st. petersburg and rostov). Catherine was the next to fall; my forces cutting through her longbow-garrisoned cities without any trouble.

The russian war took all of 10 turns (started 1610, finished in 1660), and it was off to Spain now. By now my forces had swelled to around 24 full galleons (I suffered virtually no losses most of the game). I took 4 cities in the first turn of war against Isabella and her entire empire except for a single city was wiped out in about 5 turns. Unfortunately, some time between the turn I declared war and the turn I finished what I thought would be the last, she plopped down one city on the other side of the world. Fortunately, my navy was so expansive that the new city was within a few turns reach of a couple galleons. Still, this annoying move added another 4-5 turns to my victory date.

I will be very curious to see some more conquest and domination victories. I'm especially glad I didn't go for domination. That would have been rediculous, I think. I can't count the number of times I was so very glad to able to completely raze entire empires. Paying maintenance on those far-flung holdings could have really gotten out of hand. I'm curious to see if any of the top players decide to go for a complete mace, knight, and catapult conquest. I'm of the belief that Galleons are an absolute necessity, but I would think that, if you're fast enough, teching up to Grenadiers and Cannons is pretty much optional.

Sounds like you really focused on the military victory way better than I did.

What I thought would work was a rapid tech race to Panzers then use the Blitz capability to rapidly capture/raze cities. There was a slight problem with the logistics. It just seemed like it took a long time to get things moved to where you needed them. I did eventually tech up the airports but the game was pretty much over by then.
 
jesusin said:
*I’m not sure about:
I built GreatLibrary, but not in my capital; that was great to keep my Gpfarm 100% artist but lost the 75% modifier the capital applied to beakers.
Teching up to Military Tradition, it help me to be in the middle of the pack militarily for the rest of the game, but it cost me some turns.

I think you did the correct thing. My GP farm got polluted, and I ended up with 2 near useless merchants at the end of my cultural push.
 
ARGGHHH!!! Space Ship Loss to the damn Americans - my buddys!

Contender. My first GOTM submission (although I have played all of them so far with varying degrees of success).

I missed out on the CS Slingshot - Oracle was founded by the Russians in 1840BC. 6 turns before I would have had it.

I then proceeded to miss the Parthenon, Pyramids, Great Lighthouse, and Hanging Gardens. But all this work lost gave me tons of money to fund research.

I did manage to get the Great Library and Colossus among other wonders, but these were the main early ones.

I got the UN in the 18 hundreds, but could not for the life of me get a Diplo win. Seems that I didn't really placate the right people throughout history - Izzy and Cathy never did come around and vote for me, even though they were Pleased most of the time. Seemes they liked Vicky more than me. And Cyrus was Friendly, but also to Vicky my main rival in the UN. He never voted for me either.

I was behind George in tech most of the game - probably should have taken him out, but I was somewhat war averse most of the game.

I did take Toku out later on in a vain attempt to earn votes anyway I could. No one liked him anyway and I hoped it would curry favor with others, but apparently it was not enough.

I know could have done some things better - like building granaries (somehow I forgot about their benefits...)

All things said - I did much better than I thought I would on Monarch. I usually play at Prince.

Thanks to the staff for running these games!

Oh and... 50th post!!!
 
malekithe said:
... I will be very curious to see some more conquest and domination victories. I'm especially glad I didn't go for domination. ...

Well, good for you. I went for Domination and it was a nightmare. First, almost all of the AI cities were on hills. Second, they all had longbowmen except America and Japan which were killed earlier in my game. Third, logistics is horrible. Fourth, there is a lot of tundra. Fifth, AIs were settling everywhere. And the list goes on and on. I ended up researching all the way to Cavalry, Rifling, Astronomy, and Biology. It slightly helped but still in the end I barely made it. Had to kill all AIs except Victoria who had Redcoats.

In general, it might be quite possible to win by Domination with only knights and cats on galleys but it would have been extremely tedious and not sure it would have been faster by more than 200 years. Something around 1600AD might be quite possible however for a better player. The number of losses were horrible (chances of combat 2-3 cavalry against longbow with city defence on a hill at 20-40% cultural defence are not that high considering I'm lazy and did not drag the catapults all the way trying to use frigates to bombard the cities) and hence war weariness as well. I had to run luxuries up to 50% in the end of the game while having theaters in all major cities. The date is not impressive, 1808 AD iirc. And the score is slightly less that 60K. Biology is pretty useless as well on this rocky script.

Well, I won't do it again on this kind of map, that is for sure. Essentially at some point I just gave up and was very lenient with micromanagement and ship chaining.

Must admit, at the beginning I did not realize the horror of this map and was pretty optimistic. But then almost run into strike at around 1200 AD iirc while waging war against Spain. I managed then to revolt with a 2-turn Anarchy and Isbella finally agreed to Cease Fire which save my economy from complete collapse. I then built banks and markets/grocers and this also greatly slowed down military advance. I think building more cottages in the beginning would have really helped somewhat. And actually, for this kinds of maps while going for military win, CS gambit is not a very useful opening strategy. It is still probably OK though.
 
Matty B said:
In my game I came across something that struck me as odd. At one point, I had ships loaded up and observing every Japanese city in anticipation of war. The best defense Toku could muster at the time were a few archers and I was ready to land knights. Immediately after declaring war, I saw every single archer in his empire upgrade to a longbowman, slowing me down considerably. Toku had no money at all in his treasury, and neither did anyone else in the world except myself, so he couldn't have traded for cash even if he had any tech to trade (which I doubt). So how was he able to upgrade every single archer in the space of a single turn? Do AI troops everywhere get immediately upgraded with the appropriate tech advance?

I got this same doubt.
Not only archers/longbows, but the very expensive longbows/riflemen
Where AIs found all that money if they got 100 shields at best showed in Techs screen?
Another odd I don't like is to capture a mature city and find no buildings at all, or a pair ... only few times I found a decently developed city (of course the city looses all cultural buildings).
About this, but i can't define it as a rule, if I take a city in 2 turns i find it often more buildings than if i take in 1 turn (tried this in practice games, of course reloading).
Opinions welcome, for both questions.
 
Jastrow said:
Firstly, you have no way of knowing how much money Toku had in his treasury. The amount displayed in the trade advisor is how much he is willing to trade at this time. He may or may not actually have more.

Secondly, while they do not get free upgrades, they do get a MASSIVE discount compared to the players, so a very small treasury will allow him to make widespread upgrades.

I've seen this post after my reply on another about the same question.
I suppose the amount of money I see is ALL the money another civ has,
since every civ knows exactly the money I got.
So, could you affirm this for sure?
Ok AI can have a massive discount, as you say, but it has to be near 90%
given the cost of upgrades, the number of units upgraded and the speed.
I'd like to know the amount of this discount, and if it is increasing with difficulty level ... if someone knows it, of course
 
BLubmuz said:
Ok AI can have a massive discount, as you say, but it has to be near 90%

You're close. On monarch, it's an 80% discount. (On deity, it's a 95% discount)

Look in \Assets\XML\GameInfo\CIV4HandicapInfo.xml for a tag labeled <iAIUnitUpgradePercent>
 
First monarch game, Washington won Space Race in 1998, about 15-20 turns before I popped my great artists to win a Cultural. I managed to get both Colossus and Great Lighthouse but I think I accidentally obsoleted them too soon, like some other people said. Unfortunately I didn't pay enough attention to the city AI and it ran engineers way too long. As a result I popped FOUR great engineers through the game, only using two to get the Statue. I should have taken over Washington early to pursue my strategy of cultural victory but I was constantly behind in tech, Macement vs longbows just isn't pretty.
 
Pious_Pete said:
Cultural Win around 1860 AD.

I was aiming for a quick cultural win. (I couldn´t care less about the score).

I thought I was well placed, but in the end I limped home to a rather slow time.

There were two problems. I only had six cities; and I only had two religions.

So I have a couple of questions for more experienced players.

What should I have done to encourage more religions to spread to my civ?

Also, was sticking at six cities really wise?

After posting my first attempt, I replayed the end of the game a few times to see how things might have panned out differently. (In all of these games I wasn´t particularly micro-manageing, so it might be possible to have shaved ten or so years off these times. I also tried to follow my original game development - wonder builds etc - so that the games were similar to the original).

I first went back to 1350AD (which was more or less when I´d finished building all my cathedrals in the first game). I quickly spawned three more settlers and squeezed them in where I could. I then spread the two religions, built temples, and then put up two more cathedrals. Having done this, my finish time came down from 1860 to 1850. I guess this is worth doing (if you can stomach all the extra fiddling about). The extra culture from the cathedrals compensated for the time taken to build them.

I then went back to 175AD, and then did the same thing - only starting a lot earlier. The victory time only came down to 1842AD. This might seem odd given I started building the extra cities so much earlier. However, I wasn´t able to build these extra cathedrals until about 1350 (when I originally finished building my first tranche of cathedrals). I guess the extra time saved corresponded to the time spent building temples etc from 1350AD in the first game.

Now, in this second re-run, a third religion did spread to my civ in 660AD, so I was able to check out the effect of building three cathedrals in each cultural city instead of two. Curiously, I ended up with a slightly slower finish time at 1852. It seems like the extra culture coming from the extra cathedrals did not compensate for the extra work in spreading the religion, building temples, and then the cathedrals (at least if you start relatively late c. 660AD).
 
Pious_Pete said:
After posting my first attempt, I replayed the end of the game a few times to see how things might have panned out differently.

Thanks for that rundown. I've often wondered about the differences between a six city strategy and a nine city strategy. I've read a couple of strategy articles talking about one or the other. At first thought, it seemed to me that nine has got to be better by far, but then, having won cultural in a Prince game, I then tried a six city strategy in a Monarch game and won it quicker. Then again, it was a different game, different players, and I could have just played the second one better. It's good to read the thoughts of someone who has gone back and did what you just did.

I threw out ideas of a cultural win in this GOTM though right at the start. I'll go cultural again another time!
 
Markus5 said:
So, how about the jump to Emperor next month? I'm barely comfortable at Monarch. Time for some Emperor practice games, methinks.

Suggestions for map settings and leader that might give me a chance at Emperor?

Well rather than going for something you can win at emperor, you could be cunning and try to guess what GOTM9 will be and practice on that.

My guess is it'll be on either a terra or highlands map, since Ainwood seems to be running through all the maptypes and those are the only two we haven't yet had GOTMs on.

I would also guess it's going to be one of the civs we haven't yet played, and since Ainwood is probably going to be mindful that emperor is pretty hard for a lot of people, there's perhaps a good chance we'll get a financial leader (since that's an obvious way to make things easier). AFAICS that narrows it down to Huayna Capac, Mansa Musa, Qin Shi Huang or Washington.

(to Ainwood: My humble apologies if my second-guessing attempt has just made your decision on next month's GOTM harder :lol: )

(Edit: Just realized, my statement of Highlands and Terra being the only ones left wasn't quite right. We've also not yet had a GOTM on an oasis map)
 
Diplomatic Victory in 1948, score 25316.



The victory

The Start
I started by moving my settler 1 square West (did anyone not do that???) and going for the classic CS slingshot which I got in 1360BC.


Civil Service here I come...

I didn't follow through the slingshot by heading for maces because it was pretty apparent by then there was noone nearby to conquer, and plenty of free land up for grabs. Peaceful expansion for seemed to make more sense than walking to the other side of the continent to take out the Americans.

At this point I was pretty unfocused, not really sure what victory condition to go for. I filled up the available land then declared war on America to get that land, leaving him with a couple of cities. Beyond that I just expanded while keeping my economy in good shape, and gradually making contact with the other civs. I thought seriously about trying to go for a diplomatic victory at this point, but somehow didn't seem to be managing to get close friends with anyone, so mentally ruled out that option. However, it was obvious I was slowly pulling ahead of everyone in techs, thanks to good economic management and of course that early civil service.

The Iron
About 1600AD, crunch time came, and I have to admit it was caused entirely by a couple of misjugements on my part. I discovered steel, and prepared to build cannons so I could expand again. Ooops, why can't I build a cannon? Ah. I have no iron. I'd actually got to 1600AD not noticing I had no iron (CS slingshot and eventual macemen meant I never needed to build swordsmen). Quick check revealed that America still had control over the only iron on our continent.


The Iron problem

So I declared war and prepared to remove him from the continent (albeit with cavalry and catapults! Grrr!) Then my 2nd mistake. I crushed Atlanta and decided to raze the city so I could rebuild 1 square south of it. Trouble is, I didn't have a settler ready. And of course, 8ish turns later my settler turns up to find a new English city there. I finally get that iron in the mid 1700's. And a new 'You declared war on us' enemy. My likelihood of a diplomatic victory is kinda - ummm, shall we say, not going up. (Ainwood: Why isn't there a special award for going so long without iron and still winning a monarch level GOTM? :mischief: )

The Age of Wars
1800ish I declare on Toku to grab his main island. His two cities there are surprisingly well-defended and put up a long fight. Round about this time I picked up oil, transports and destroyers. Noone else was anywhere near having those, and on an archipelago map that was irresistable: I could walk over everyone elses navies (well, perhaps sail over?). Domination victory starts to look very attractive. Even better - by now I have an absolutely unassailable tech lead over everyone else.


I love a tech lead! (This was in 1808)

So mid 1800s I declared war on America yet again, to take out his last cities (on islands to the North). I do that with ease: I have infantry and cannon against longbows and pikemen! The Americans had a defensive pack with Victoria so I got a free war with her too! Victoria proved a lot tougher: that's partly because she had riflemen, and partly because she was soooo far away, and spread out across the islands in the NE of the world map, whereas my production/troop powerhouses were all near the starting location in the SW of the world. It took till about 1910 to reduce her to, basically, her main island, before I was forced to abandon the war due to extreme war-weariness. Yes, I mean extreme: My core cities were all starving, production was dropping appallingly, etc. And the trouble was, I didn't see changing civics to police state as much of an option because I was relying on democracy to allow me to buy theatres and libraries, then granaries and lighthouses etc. in all my newly captured cities to try and get my land area and pop up. Most of these cities were on islands and had next to zero production, so I'd have been stuck without democracy.

I was also starting to really see the problem with domination on this map. I was by far and away the biggest civ, yet at the end of the English war I had 47% pop but still only still 35% land area. Getting to 64% on this map was going to be very tough. Even if I took out the next biggest person (Isabella, 14% pop, 14% land, I'd be nowhere near. Long slog ahead)

The up side was by now I had panzers. Yay! Fun with panzers ahead...

Isabella's Humiliation
I decided to take out Toku and Issy next, because they were both hostile towards me and both had weak navies defended by frigates or galleons (Russia and Persia by now both had destroyers). And this was the best bit, the pride, of my game. Of course it was a walkover. Panzers and artillery against riflemen and even longbows. I declared on Toku (around 1920, I forget the exact date) and then on Isabella the next turn. Simultaneous wars.

In 10 turns I took 4 of Toku's 5 cities. His new capital only survived by virtue of (a) being on the other side of the world and (b) Extreme war weariness hit me again so after 10 turns I was desparate for peace.
Simultaneously, in 11 turns I captured 11 of Isabella's 17 cities. I razed a further two, and when after those 11 turns I asked her what the price for peace was, she offered me another city! 17 cities down to 3 in 11 turns. I savour the memory :lol: Interestingly, and slightly counter-intuitively, I think the archipelago map speeded up that war, because my transports could ferry the troops between Issy's cities far quicker than they could've marched through enemy territory.

btw, during the wars, this really amused me. Wot my SAM infantry guy found while out looking for Spaniards. It's not just how late the barbs are thriving, it's where they've put their city!


Modern barbs

Domination to Diplomatic
Now, what to do about this domination? Sure, I was between 40 and 50% land area now, and also well over 50% population. I could get my land area up a fair bit more by settling all the useless icy bits that noone had touched yet (and I was proceeding to do that), but I didn't think I could get to 64% without another war - and war weariness meant that'd be tough going. But with my population, why didn't I just vote myself a diplomatic victory? Durrr, major brain disfunction here, why on Earth hadn't I thought of that before? So I change my tech priorities and start beelining for the UN, which I built in 1940 I think.

1944 - my first diplo win vote. Aaaaaaaargh. Out of 800ish votes, I'm 4 votes short! Noone else votes for me of course, I've long since burnt all my bridges diplomatically.

I ponder. Can I cope with another war? Victoria would be the obvious choice. Probably I only need to take one of her cities to secure victory. And thanks to extreme cultural pressure in Liverpool (the city had actually had an English revolt, I hadn't realized it was possible for a captured city to revolt to its former owners), half my army was now there, perched on the English borders. So an English war was very tempting. OTOH can I get my population up enough for a diplo win without a war? Given I have so many new size 1 and 2 cities, my pop probably is growing faster than anyone elses, so it's possible.


Liverpool under pressure

I decide on my plan.

Firstly, I go through my cities, making sure every single one emphasizes population growth. I start buying lighthouses and granaries etc. in all my new cities. And I even start buying settlers to populate very last bit of outlying land I can find, just to try and get my population up to win a vote. (I did draw the line at settling the gaps between my existing cities though. I have some sense of decency :crazyeye: ). But as a reserve, I started moving transports etc. to Liverpool to prepare for an invasion of England if necessary.

In the event the invasion wasn't required. My plan worked, and in 1948, on my second attempt, I was able to vote myself a diplomatic victory quite comfortably. Interestingly, i won with 63% population and 55% land area, so I'm pretty sure I could by now have got a domination victory without too much trouble if I'd chosen.

The Graphs

Thought I'd post my GNP graph because it very clearly shows the effect of war weariness. It had a huge impact on my GNP. (The high point was a golden age, timed to get me the UN and a few other wonders as quickly as possible)


GNP

And here's the (rather more boring) score graph


Score
 
I'm not one to post long recaps as I don't remember the details of my early game and didn't take notes. This was my first attempt at Monarch and only my 4th complete game since buying it a few weeks ago. As such, this was my first submission to GOTM. Unfortunately, I America won the space race in 2007 AD.

Early on, I was able to build the Oracle and Colossus. I also went after America as soon as I got copper hooked up. Turns out that I completely missed the bill on the iron source and took most of the game to find one for myself. I got two cities from America before needing to run with my tail between my legs. The majority of my mid game focused on expansion either through settlers or through barb cities. In the late game, I hooked up with Persia and took out Japan. Looking back, one of my big mistakes was not have a targetted victory condition early on. I just figured I'd play it out and see how things work. Unfortunately, I had economy problems and was significantly behind the tech tree (except for Japan) the whole game. Funny thing is that I pretty much stayed in third for the score. As the game wound down, I knew I was going to lose by a space race. It just was a matter of waiting to see if it would be Washington or Catherine who beat me. I was only able to build the SS Casings (5). I hadn't even researched the techs for the other parts by the time I lost.

To recap, in the end, America won a space race in 2007 AD. Final score was in the neighborhood of 4200. I'm definitely not looking forward to the difficulty going up even higher next month.
 
Gave up in 1860 despite having a huge lead in everything including tech - messed up diplomacy - could have carried on for a spaceship victory- computer crashed twice in a row (1850 and 1860).
As previously posted I got the continent to myself before 1500, once I'd got emancipation I cottage-spammed to huge commerce lead and never looked back after that - but lacked focus which was the basic error.
 
DynamicSpirit said:
...

My guess is it'll be on either a terra or highlands map, since Ainwood seems to be running through all the maptypes and those are the only two we haven't yet had GOTMs on.

I would also guess it's going to be one of the civs we haven't yet played, and since Ainwood is probably going to be mindful that emperor is pretty hard for a lot of people, there's perhaps a good chance we'll get a financial leader (since that's an obvious way to make things easier). AFAICS that narrows it down to Huayna Capac, Mansa Musa, Qin Shi Huang or Washington...

I think Terra map / Huayna Capac would be TOO easy for the better players (I'm not one of them :p ) unless the starting position is horrible or the resources are really screwy. From my short test games, Terra/Inca/Emporer game is probably closer to a Monarch difficulty.

cas
 
cas said:
I think Terra map / Huayna Capac would be TOO easy for the better players (I'm not one of them :p ) unless the starting position is horrible or the resources are really screwy. From my short test games, Terra/Inca/Emporer game is probably closer to a Monarch difficulty.

cas

I would have thought that the crowded old world continent would make it a perilious place to be at Emperor levels. But, the AI doesn't know that its a Terra map and you can exploit that, so maybe there is hope.

I think I'll try a few test games at Highlands. I've played Terra enough to grok, but never tried Highlands.
 
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