GOTM 108 Final Spoiler

Deckhand

Procrastination at its finest
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GOTM 108 Final Spoiler

,

So how did your game after 1AD go? Tell everyone about your amazing victory!
Was Warlords a little too easy?


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I played to 150AD today; I won't read this thread until I finish and submit.
 
1560 diplo with no effort supported by my confu block, against hindu Hatty.

With some effort few hundred years earlier diplo can come.

Took Isa land leaving her 1 island city for shared war bonus. Religion+common war is enough at below noble
 
It was indeed an amazing victory!

1040 AD Domination, 102k points

My first game to pass the 100,000 point mark!

As I said in the first spoiler, I was on my way to clearing the continent by 1 AD. The Greeks lasted until 225 AD, the Malinese all the way to 375 AD. I captured a barb city shortly after that, and then started considering my options. I decided to stick with Domination just because I've never had a super-early victory date up to this point (best was 1690, I believe). I built about 6 more settlers to claim the open land and rested my troops a bit before attacking Hatty and Izzy simultaneously. I took two cities from Hatty and three from Izzy including her capital. I was close at that point, so I let them live.

I never even met Napoleon! :crazyeye:

It came down to an interesting choice in the end. I could've finished before 1000 AD, which would also be a cool milestone, but I would've gotten somewhere around 95k points. (I had the GA from Music just waiting to bomb a conquered city and push me over the limit) Instead, I waited a few turns and finished Hanging Gardens, which gave the population boost I needed to exceed 100k. Score was still rising slowly each turn, but Madrid was coming out of revolt and it would've tipped me over, so I culture bombed in 1030 and ended up with like 66.5% of the land.

Having just looked at the results from GOTM107, I'm a little confused as to why such an early Domination didn't score 250k instead of 100k. I didn't think difficulty was a strong factor in the score calculation. So, uh, what did I do wrong?
 
Grrr! :cry: :mad: more :cry:

When am I going to learn to stop risking sitting on 62-ish% land when I'm trying to go for space? And when it looked for the first time like I'd probably manage a 1600s AD space win. Mutter mutter. :cry:

Game status: Domination Victory for Persia
Game date: 1440AD
Final score: 92486

I thought I was being so careful, checking my % land every turn, and gifting no less than 4 ex-Maliness cities to Hatshepsut when it looked like I needed to. It looks from the final save like a couple of those cities unexpectedly lost some tiles to my culture on the same turn.

The irony is, if I hadn't gifted Hatty those cities, I'd probably have won domination at least a century earlier.

Like zbgayumn I didn't even meet the French - in fact, I didn't even know the leader was Napoleon until I read it in your spoiler. I did circumnavigate the world, but somehow managed by by-pass them when I did it.
 
Creative + no city razing -> bad combo going for conquest.

Took out JC, Alex, Mansa and Isa quite quickly thanks to immortals (tried to take JC with archers but failed :lol:). When I started taking Hatty's cities, got land area alert and from then it was a constant struggle to keep it under 64%.

Even though Nappy was reachable by galley and I could have taken him with knights for an earlier date, I waited for cavalry, galleons and stable economy just to be sure. Was afraid that I will end up with a pathetically late domination, but got lucky and got conquest.

In the end there was only Cyrus and a barb city on a far away island. I felt lonely :(
 
1695 Conquest.

The logistics of wiping out 3 civs on the last turn was a bit tricky, but made for an interesting twist.
 
One of the most frustratting end games I have had in a long time... Last two GP are both GPro!!! I already had one of those for my last GA... They cant bulb anything... What a waste... If they had been just about anything else, I could have used two bulbs, and saved two turns...

Then, I had perfectly timed final GA to get reearch done and the ship launched... Just after I trigger it, Hatchy goes into emancipation, and sudently I have 3 unhappy per city !!*&^*&^... This cost me 3 turns!!

So, my well planed 1695 space turned into a 1720 effort... Not too bad for this level, where you need to tech everything youself, but sooooo frustrating to miss the pre-1700 this way...

I was at 61% of land when I finished, so maybe I should have taken another city or two, but I did not want to risk tripping dom if my culture started to creep, which at this level was a possibility.
 
Creative + no city razing -> bad combo going for conquest.
....snip....
I had to keep giving away cities until I could raze take them all in 1 turn. I did not manage it very well. In the end I got Conquest in 1270AD on the luck of the draw. ;)
 
1965AD Culture

While playing a practice game I realized that I might be able to get all religions, and did so in a test game. This got me thinking about the chance for a culture win. Of course then I found out I had to get 50K to reach Legendary...

Unfortunately Buddhism, Judaism, and Confucianism all went early. I did manage to get Taoism and then Oracled Civil service. Christianity and Islam went to someone else. So there went the plan for a quick culture win based on Cathedrals.

I managed to box Caesar into his corner after he got one city in the center of the continent. I also successfully blocked the other civs and had a large central kingdom. I then played a relatively peaceful game until late in the game when I wanted to get closer to the Domination limit.

Culture paid off when Caesar's second city flipped to me and my borders were keeping everyone at arm's length. I thought I might be able to culture flip Rome as well , but at the end of the game he was still holding out even though he was getting surrounded by my culture.

Getting the AI to spread their religions was a challenge and it certainly slowed down culture growth. The date doesn't seem very good to me but we'll see. At the end I could get over 600 culture per turn. Makes me wonder what the Master of Culture could do??
 
I'm pretty happy to have learned a lot (and won) on my first Civ4 game. Space victory in 1983 (yes, AD :)

I tried using my Cultural trait to push borders, and gave in to most requests from the other leaders. I even gave them free techs just on my own, without them asking. I went to war with Alex at Izzy's request..then, when Greece was no more and I turned west to Caesar, Izzy sneak attacks. Back the army marches to the west. Never did get to eliminate Rome, only Greece and Spain were eliminated. My bad for letting Izzy distract me; I should have just fortified the rest of my western position and proceeded on Rome.

It took forever to take the islands, apparently 2 Rifles can survive sea and air bombardment, cannons, cavalry and rifles indefinitely. I have some learning to do on the combat system. Anybody share a tip or two on how that's done?

With the submission deadline, I realized Space was my only chance, so I converted to a research / spaceship economy and hoped none of the AI would attack just because I was winning the space race. I missed the fact that you can't use cash for spaceship parts, and my Space Elevator was completed with only 7 turns on the last component (Engine) left to go. Live and learn.

Thanks for letting me participate with you all.
 
It took forever to take the islands, apparently 2 Rifles can survive sea and air bombardment, cannons, cavalry and rifles indefinitely. I have some learning to do on the combat system. Anybody share a tip or two on how that's done?

Bring enough units to kill them on the 1st (or at most 2nd) turn after bombardment. If the defending rifles don't die first time, then they could get promotions - and they'll heal very quickly inside the city, which means they'll be even harder to kill next time (Same is true for any unit, really). Cavalry aren't very good against rifles because riflemen get a 25% strength bonus against mounted units.

Cannons should be able to kill rifles, but, depending on promotions and defence bonuses, you'll need at least 2, maybe 3, cannon to kill the first rifleman. In a worst case, if the rifles are heavily promoted and the cannon aren't, and you have bad luck on the RNG, you may need 4-6 cannons to kill both the rifles first time. Are you attacking directly from the sea? If so, that makes it a lot harder - try to avoid doing that if you can help it.
 
GOTM 109???:bump:
 
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