GOTM 121 Spoiler

Inkerman

Engineer
Civ2 GOTM Staff
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Jan 14, 2011
Messages
447
Location
London
Robin Hood, Sherwood Forest and The Sheriff of Nottingham

Richard Wagner wrote an opera based on the legend of the Flying Dutchman. The legend tells of a ghostly ship that is doomed to sail the seas forever never reaching port. The first save file for this game brought it to mind, as some of us played to 150BC to find the game hanging as Barbarian pirates sailed forever looking for a place to land.

There was no water at all on that map.

(For more detail of this bug please see the game thread itself.)

Magic acted promptly in producing a second save file, retaining the overall forest theme but this time with some water, and incorporating some suggestions from the group.

This episode did mean some of us began with direct recent experience of progress of the early game on an all forest section of a large horizontal map. Compared to "normal" you could rely on what specials would be where, and barbarians were not a problem, so it was pretty good. You would inevitably build a lot of settlers and caravans, in best ICS style. Technologies would not necessarily arrive very quickly, and one may have to choose wonders. Not because of shortage of shields, but rather because of the shortage of arrows and the need to choose technologies.

A key question for me was the pattern to be used to setup cities. How dense should the cities be? How much tree clearing? What roads? Should silk be converted to wheat? How should that be balanced by the imperative to expand east and west, given the conquest objective?

An 8-wide section of map includes 11 pheasants, 4 towards the middle, 4 to the top and 3 to the bottom. There are 9 silk too.

I decided I wanted my cities in clearings, to get some arrows from the city, with one or two pheasants available to each. I would try and balance that with east-west expansion. I would make an east-west road as I went. I would not use all the pheasants. I would convert silk. Well maybe later once I had some width.

This meant a long road would appear across the middle of the map linking cities in a regular pattern. There would be some cities north and south too, so as to grow more quickly and get some relief from corruption.

There were also two restrictions I placed on myself, because it would be (it is) a long game, and these would help keep interest:

1. I would not look at the map using the editor, although it was permitted for this GOTM.
2. I would not look to irrigate using the automated settler technique.

For development I would prioritise Hanging Gardens and Marco Polo.

How did it go?

As expected. One exception was the other Civs did much better than with the first savefile, as they had more land and opportunities to grow.

The significant feature I did not expect was the seas to east and west of my homeland.

I think it might be of interest to others to give dates for making cities on the near shores of these. For me: East Sea AD 220, West Sea AD 420.
 
Why forego the Pyramids? It was needed because of the poor growth and food. I know that it might endanger getting HG, but I was able to get it with a last-minute rushbuy and 2 vans and Pyr/Marco.
 
Do you consider HG necessary? It is still just King level, so happiness control won't be that difficult, especially since the forest-cities can't grow very much anyway. By the time you take over AI grassland territory HG might run out pretty soon anyway.
I built pyramids and Marco Polo and it seems to be running quite well until now (100 BC).
 
Pyramids+forest tiles (5 shields per turn for a size 2 city) yes you need HG.

The trick is that with Pyramids, you get 15 food when a city grows to size 2. Build a settler with that city, it's 15/20 food needed to regrow to size 2... more often than not, cities that built a settler regrew instantly to size 2 because they had accumulated enough extra food while in size 2, or in a few turns' delay. I used that technique in GOTM 118 (with cash from huts and high taxes instead of shields) and I ended up with a huge load of cities in the labyrinth at the end. Cities=power=score=GOTM points. And with this kind of production, oh yes you would end up with too much cities. Right now, I'm at 220 AD and quite a few of my cities have a red hat with the HG happy guy. Mikes is coming in a few turns but HG was still very needed. (In my game, scientific research was originally very slow, but it went to 4 turns a tech when I started to build cities near silk... I actually built the Pyramids (900 BC) before switching to Monarchy (825 BC))

It's a great strategy for initial (pre-republic, but I doubt I will switch to Republic in this one) expansion, and that is why I love the Pyramids. But unfortunately by the time I get HG and Marco Polo (in a normal game) the Pyramids are gone, and I can't delay the less-sought-after-by-the-AI Marco Polo because I need the AI maps for strategical planning now and not 10 turns later. Otherwise I would snatch it ASAP.
 
Ok, if you play it like that, HG is important.

My game plan was/is a little different:
- Build a few core empire cities with access to at least 2 specials
- Send 2 settlers on "Long March" east and west to build harbour-cities for shipping over invasion troups
- (Meanwhile) expand core empire, still using specials and build Pyramids and Marco
- Send invasion troups on "Long March" towards port cities
Right now (about 300 AD) Porta Mongolia and Porta America have been founded, Crusaders and dips are marching through the wood, the inner core cities build and store caravans for wonders and the outer core cities slowly expand the empire

I was guessing it is more useful to have (=capture) cities on the AI grassland-continents instead of the forest. The core-empire-cities won't grow past size 4 or 5, so I can do with temples (built only 1) so far.
 
Wow, this turned/turnes out to be quite a really interesting game!
I have played until 1550 AD by now and things work out pretty well according to my overall plan. The Americans have been aissimilated and the Mongols too, except for one city I spared to keep my key civ. The core empire slowly grew, until it finally reached the invasion harbours of Porta Mongolia and Porta America while the next set of settlers/engineers were working day and night to connect these outposts with railroads. Now the captured cities of America and Mongolia are growing and growing and growing (the biggest at size 17 at the moment), hardly managing to build the appropriate city improvements to keep up celebration. Some trades between Mongolia and America were worth more than 1000g! :eek: So I could manage 1 tech per turn with only 30 or 40 % science.

However I feel like the overall goal of the game got a little out of focus. Engineers (with one cavallery as guard) are slowly approaching the shores towards Germany and Egypt in order to found invasion-port-cities, spies and cavallery hiking near the southern edge of the world towards Rome but only one lonely spy is moving to Zulu country. Plan is to bribe a city and rush an airport to fly in reinforcements.
 
Hello Major,

My game has followed a similar pattern to yours (I imagine most/all will.) Initial growth in the centre, followed by conquest of the nearer civs, then reaching to the edges of the map.

In terms of city development in the conquered territories I was at least 20 turns behind by 1550 I think, and my trade is correspondingly lower at the same stage of the game. So I may not say too much about my middle game!

There is perhaps more to say though on the early game. The situation provides some good questions. For example I would be interested in what other people decided about north/south expansion.

Log to 1000 BC,
I picked Nottinghamshire names through this part of the game.

-4000, -3950, -3900 Move three spaces south-west.
-3850 Found Nottingham (250,22) at 3-special site (only 1 in view). No research yet as all forest.
-3350-3150 Settler completes and moves west five spaces.
-3100 Settler starts chopping trees.
-2850 Size-1 settler trick completes again in Nottingham, and we can found Mansfield (240,22). This is also a 3-special site, but two are not in view just now.
(By the way in -3100 we are told we are the least powerful civ.)
Lowest population and 5th on land area, highest manufacturing, says the demographics.
Settler in Nottingham begins to turn city square to plains.
Founding Mansfield means we can check our science rate S6, and start our technology research... we choose Code of Laws, aiming to Monarchy.
Nottingham starts a phalanx because a building will drain arrows and a settler will be too slow, Mansfield a settler – it should complete after city has grown because of the plains.
2650- Work in Nottingham completes, so research doubles to 2/turn.
Think worth having another plains in city view so can get arrow rather than shield – will help if have problem what to build.
2600- Nottingham settler starts moving east.
2550- Nottingham: Phalanx completes and moves south to uncover silk, city starts Colossus.
2450- Settler starts chopping at (256,22). Phalanx is helping uncover specials.
2300- Discover Code of Laws --> Ceremonial Burial, will take 14 turns.
2200- Found Edwinstowe (256,22) in the clearing we have made. Works 1 of the 2 pheasant. Starts a phalanx. Discoveries now every 9 turns. Mansfield builds settlers.
2000- Mansfield's settler starts chopping at (234,22).
1850- Discover Ceremonial Burial --> Monarchy. Aim finish 1450.
Phalanx completes in Mansfield and Edwinstowe – both build settlers next.
1800- Found Clipstone (234,22) - constuct building as way of making money?
1550- Tiny amount of gold to buy a few shields on the settler in Mansfield.
Edwinstowe works silk to try and match discovery of monarchy to OEDO year.
1500- It fails as Discover Monarchy --> Pottery.
1450- We are now a Monarchy.
Monarchy is good for the pheasants, which now make 3 food and 2 shields.
1300- Edwinstowe and Mansfield build settlers.
The Mansfield one sets off north on an 11-turn walk to a 4-special spot.
The Edwinstowe one goes east along the chosen E-W axis (row 22).
1050- Clipstone builds and sells barracks.
1000- Discover Pottery → Currency.
Nottingham switches to Hanging Gardens.

Status at -1000
Population: 9 (150,000); Cities: 4; Trade routes: 0D0F; Government: Monarchy
Gold: 57; Cost per turn: 0; Total advances: 6; Mfg: 22; GNP 1; 0 polluted tiles
Wonders: 0
Units: 2 Settlers, 3 Phalanx.
T3L0S7. Discoveries every 12 turns. No contact with others
 
Hi Inkerman!

It seems we did pretty much the same early on (using buildings for money and picking the same city sites). Although I focused more on food to get cities to size 2 to build settlers, so my monarchy was established one oedo-year later. I guess with 9 citizens in 4 cities you could have build more settlers.
And I did look at the map in advance, so the "long-march" idea.

Initial pre-game considerations:
-build 4-5 core-empire cities exploiting specials
-send settlers on long march east and west to build invasion-harbour-cities (ihc)
-Expand empire, send Elefants/Crusaders towards ihc
-Useful early wonders: Pyramids, MPE, later Leonardo/Mike's/JSB
-Governments: will suffer heavy corruption later on, so commy/fundy would be handy -> SoL requiered (Democracy probably impossible due to away-from-home-unhappiness)

Log:
-3750 London founded (250,22) after revealing specials, start settler for size 1 trick
-3700 choose CB first tech
-3250 settler completed, build another
-2950 settler at next city site (244,20), start irrigating (to buy time for size 1 in London)
-2750 London settler complete, start irrigating London City, Warrior
-2600 London Warrior, settler (will be close timing, but should work)
-2350 Nottingham founded (256,22), Phalanx first, Warrior exploring East
-2300 CB -> Code of Laws
-2100 Nottingham Phalanx, settler no option, city too small, another phalanx
-2050 York settler, moving west, settler
-1850 Nottingham Phalanx wait to disband into settler
-1750 Hastings founded (234,22), start temple
-1700 Code of Laws -> Monarchy, London settler irrigates Nottingham (to move north when done)
-1400 York settler, start colossus (to be switched to Pyramids)
-1150 Monarchy -> Masonry
-1100 Revolution
-1050 Monarchy established, Canterbury founded (253,9), phalanx (can't grow fast enough for settler, should have irrigated first); Hastings builds and sells temple

Stats at 1000 BC:
Pop: 50000, 5 cities, no trade routes, monarchy
Gold: 54; Cost per turn: 0; Total advances: 5;
Wonders: 0
Units: 2 Settlers, 1 Phalanx, 1 Warrior
T3L0S7. Discoveries every 17 turns. No contact with others

So Canterbury was the first city along the northern east-west-axis, the next city would follow soon west of Canterbury. The east-west-expansion was running pretty much separated (north and south) from each other.
 
Major, Your choice of settlers for the "long marches" was a good one. I recognised the need for the marches but sent phalanxes. A probable reason for your better progress in the middle game?

It was an error on my part. The thinking was that settlers' moves were too valuable at that stage, when what I wanted was more map knowledge, hopefully an encounter with AI. I know now that what I should have wanted was settlements on the east and west seas (as mentioned in an earlier post I got those: East Sea AD 220, West Sea AD 420.) Because of my self-imposed restriction on not using the automate settler these were the only places I could have cities that could grow beyond size 6 - of course one may not want any that big depending on how you approach that phase of the game.)

I also had a thought that Barbarian pirates might find the unit in about, say, 150 BC. I wonder why that thought occurred?

Interesting idea about the effective separation of two lines of settlements. Maybe that would have meant a difference?

Our differing choices of wonders may have meant our games are less similar to 1AD.

900- Found Ollerton (266,22).
Phalanx exploring east meets water (sea 7) beyond (298,22).
775- Discover Currency --> Trade. Nottingham completes Hanging Gardens.
750- Found Annesley (235,5).
725- report that Egyptians are undertaking Pyramids. First road started.
625- Found Offord (272,22).
600- Discover Trade --> Writing.
575- Found Wilford (243,37), Bilborough (224,22).
525- report that Romans are undertaking Colossus.
500- report that Germans are undertaking Great Library, and Romans the Pyramids.
425- Phalanx exploring west meets water (sea 4) at (200,6).
375- Discover Writing --> Map Making
350- Found Woodley (259, 37).
325- report that Zulus are undertaking Colossus.
225- Found Alfreton (231,7).
200- Discover Map Making --> Seafaring.
150- Found Arkwright (251,5).
100- Egyptians nearly completed Pyramids.
75- Egyptians complete Pyramids - Egyptians are to east.
Americans and Romans switch to Colossus.
Found Bulwell (218,22).
25- Americans nearly completed Colossus. Discover Seafaring --> Horseback Riding.
Found Pierrepont (282,22).
1 A.D. - Americans complete Colossus – they are to the west.
Romans and Zulus switch to Lighthouse, Egyptians abandon.

Status at 1 AD

Population: 20 (270,000); Cities: 14; Trade routes: 0D0F; Government: Monarchy
Gold: 116; Cost per turn: 0; Total advances: 11; Mfg: 52; GNP 4; 0 polluted tiles
Wonders: Hanging Gardens
Units: 16 Settlers, 4 Phalanx, 1 Dip, 1 Caravan.
T3L0S7. Discoveries every 7 turns. No contact with others

Romans: Rome(4)
Zulus: Zimbabwe(4)
Germans: Berlin(?)
Egyptians: Pyramids at Thebes(4)
Americans: Colossus at Washington(4)
Mongols: Karakorum(?), Samarkand(?)

We are 1st in Manufacturing and Land Area. 3rd in Population. 7th in GNP.

AI's definitely a lot stronger than in the dry run game.
 
I also send out exploring units (phalanx to the west, warrior to the east), but at some point asked myself: What are they supposed to explore that couldn't be explored by simply takinga look at the map?? So it was probably unnecessary (and a waste of units, although there was nothing else to build and they didn't cause unhappiness in monarchy, so maybe not waste, just unnecessary).

I also realize you did research some techs during this era that I would not consider necessary or could get from the AI via Marco Polo (map making, seafaring, horseback riding). My short-term-tech-goals were Philo (for free next tech), Poly(elefants), Mono(crusaders and Mike's) and Republic (more trade arrows for faster research). Long-term-goals were Explosives(Engineers), Invention (Leo's), Democracy(SoL), and Railroad.
How far have you been with completing Marco Polo by 1 AD?

Here is my log until 1 AD:

-975 London settler, start roads in core, phalanx for wonder in York, Egyptians start pyramids
-875 Coventry founded (247,7)
-850 Hastings settler, irrigating city
-800 London Phalanx, on way to York playing Caravan
-750 Masonry discovered -> Currency
-725 Hasting irrigation complete, now 1 settler "long marching" east, one other west
-675 Canterbury settler, London phalanx
-600 Currency->Trade; Coventry settler
-550 York needs 42s for pyramids = 6 turns
-475 Trade -> Writing (to have 30s unit for irb)
-450 Romans start HG, Germans start Pyramids
-400 York builds Pyramids, AI all change to HG, 3 new city sites in irrigation, warrior reaches "border lake"
-350 Writing -> Math, London starts Marco Polo
-325 3 Barb horses show up!!! RB Phalanx in Warwick (No time to fortify though ) and Dip in Nottingham
-275 Phalanx survies first attack and gets wet! Nice. Newcastle,Oxford,Liverpool founded
-250 150 Gold for Barb Leader
(Egypt builds HG)
-175 Math -> Construction (other techs might be tradeable from AI, MPE almost done)
-125 MPE finished, take a break to think about clever tech-trading
-Germans: Get Map making, Construction, change maps, peace, no tribute
-Egypt: Get Literacy, peace, maps
-America: Get Republic, peace, maps, they refuse to ally
-Rome: Get Mysticism, peace, no maps, no alliance
-Zulu: Get Wheel, Poly, peace, maps
-Mongols: They demand tribute, refuse, war. Bad, wanted to dump techs
-100 Tech rate down to 17 turns, Mongols still demand tribute
-50 Mongols still demand tribute, pay 50g, peace, maps, give some techs, tech rate at 15, Revolution
-25 Republic established, tsl 2-8-0, Hastings in trouble now with 2 settlers to support
stats at 1 AD: 10 cities, pop 430k, cost: 0, income: 8g, 40b, techrate at 7, Republic
peace with all, no trade routes, wonders: Pyr, MPE; Egypt: HG
 
I have started playing and just built Marco around -650. I will post a log soon.

My initial strategy considerations were:
1. Only build cities taking advantage of specials.
2. Build captial at the starting location. Wasting 3 turns for a capital that will never grow beyond size 7 is not worth it.
3. Build captial on forest and produce two size 1 settlers. Irrigate the city center afterwards.
4. Tech goals are Monarchy followed by Trade. After those set research as low as possible till Marco is built.
5. Irrigate only city centers.
6. Wonder goals are Marco (for tech exchange not maps), Pyramids, and Sun Tzu.
Hanging Gardens would be nice but only after Marco and Pyramids. Michelangelo, Bach, Leo, Liberty, and Darwin are later goals. Great Wall may have to be snatched if a rival is about to finish it.

Even though I looked at the map closely it was only after playing that I realized how far from the rivals I actually am. Trying to fill the forest with cities taking advantage of specials would take for over. After about a dozen core cities I decided to send two settlers east and two settlers west. These are going to travel towards rival homelands and set up a port city each. I will then expand locally and launch attacks. Once the 4 island nations are taken care of, the remaining forces will march to conquer the rivals at the far ends of the map. Meanwhile, the core cities concentrate on research, wonder building, and wealth accumulation to allow rush buying in the port cities.

I am dubious about the value of roads on this map. I may build some but a long road connecting my heartland to the edges of the world seems too much. At 4 settler turns per road segment and no trade benefits (unless built on silk) roads are very expensive.

I am also concerned about research in mid game. Core cities are limited to city centers and silk tiles (max two per city). Port cities will suffer from massive corruption before modern governments. Courthouses are going to be the first thing I am planning to build in my port cities. I shall send some caravans to the east and west soon.
 
My strategy has been to build two kinds of cities: cities with access to two Pheasants (settler production cities) or cities on silk (science cities). My silk cities produced phalanx to disband into my wonder city.

I've done some warrior exploring, but I've decided that it is rather worthless, seeing as how there are no huts. I got pyramids in 950 BC, Monarchy at 850 BC, MPE at 350 BC.

I took a look at the map and actually moved my starting settler north about 10 turns, so that I'd be able to take advantage of 4 silk tiles near my capital. I did the size 1 trick twice, and sent the first settler about 8 tiles west to a similar pattern. I'm thinking that delayed my game somewhat.

I haven't sent any settlers far away yet; I was figuring that covering the distance would just take too long without alpine units. On the other hand, I think research will take too long to get high up the tech tree by simply having size 1 cities do research. (and alpine units won't help much without cities to capture)
 
Just the highlights today, I built near the starting location and started with city-road-city with irrigated city centers only, aiming for one or two specials per city. Roads did take a time investment, but paid for themselves after no more than three settlers traveled along them.

I researched trade before monarchy, which was a mistake, as I didn't get into monarchy until 650BC and built MPE in 600 BC. The early roadnet and size 2 cities producing 5 shields got me HG in 475 BC, Pyramids in 300 BC, Mono before 1AD, and finally got advanced government through SoL in 1210. I missed out on oracle, colossus, GL, and Sun Tzu.

Expansion-wise, I did not think to send settlers to create port cities, so I reached America in 680 and Mongolia at 1100. Once those islands were subjugated, I sent escorted settlers toward Germany and Egypt, bought a german city and rushed a settler to send on to the final goal. Egyptian crew hasn't made it that far yet but will employ a similar strategy.

At 1500 AD with size 12+ cities in America and Mongolia and rail-city-rail connecting them, I do not regret that part of my colonization plan. I just should have sent lone settlers earlier.
 
Date Notes

-4000 London founded. Settler started.
-3500 Settler starts irrigating city center.
-3250 -> Ceremonial Burial.
-2850 York founded.
-2500 Ceremonial Burial -> Code of Laws.
-2400 Nottingham founded.
-2100 First unit, a phalanx, produced .
-2000 Code of Laws -> Monarchy.

Status at -2000
Population: 0.03M; Cities: 3; Trade routes: 0D0F; Government: Despotism
Gold: 0; Cost per turn: 0; Total advances: 4; Production: 9; 0 polluted tiles
Wonders:
Units: 2 settlers, 1 Phalanx
Roman: No contact
Zulu: No contact
German: No contact
Egyptian: No contact
American: No contact
Mongol: No contact

-1900 Hastings founded.
-1700 Canterbury founded.
-1650 Monarchy -> Currency. Monarchy established. T3L0S7
-1300 Coventry founded.
-1200 Currency -> Trade.
-1100 Warwick founded.

Status at -1000
Population: 0.11M; Cities: 7; Trade routes: 0D0F; Government: Monarchy
Gold: 1; Cost per turn: 0; Total advances: 6; Production: 25; 0 polluted tiles
Wonders:
Units: 4 settlers, 1 Phalanx
Roman: No contact
Zulu: No contact
German: No contact
Egyptian: No contact
American: No contact
Mongol: No contact

-0975 Newcastle founded.
-0950 Oxford founded.
-0925 Trade -> Mapmaking. T7L0S3
-0875 Liverpool founded.
-0775 Dover founded.
-0725 Brighton founded.
-0675 Norwich founded.
-0650 Marco built. I am already supreme! I was hoping to get some gifts
Trade, Monarchy -> Roman (5) -> Mapmaking, Iron Working, maps
Mapmaking, Iron working, Trade, Monarchy -> Zulu (4) -> Masonry, Mysticism, Polytheism, Wheel, maps
Trade, Monarchy , Bronze -> Egyptian (1) -> Pottery, Writing, Literacy, maps
Literacy, Masonry, Monarchy, Mapmaking -> German (2) -> maps
Literacy, Trade, Writing, Mapmaking -> American (3) -> maps
-0625 -> Philosophy. T3L0S7. Decided to send two settlers east and two settlers west to go all the way to rival islands for establishments of port cities.
-0600 Leeds founded.
-0500 T4L0S6. All but Masonry to Mongols .
-0475 Philosophy -> Monotheism -> Republic.
-0450 Pyramids built. Reading founded.
-0375 4-special cities Hastings and Nottingham chosen as trade cities for caravan production. Roads will be built for them and 3 of their forests will be turned into roaded plains. T6L0S4
-0325 Birmingham founded.
-0225 Richmond founded. Philosophy -> Egyptian -> Republic.
-0200 -> Medicine. Exeter founded.
-0175 Romans build Colossus.
-0125 Cambridge and Gloucester founded.
-0100 Manchester founded. Water seen in the east.
-0075 Medicine -> Seafaring. Hanging Gardens built.
-0025 T3L0S7
+0001 Bristol founded.

Status at +0001
Population: 0.71M; Cities: 22; Trade routes: 0D0F; Government: Monarchy
Gold: 239; Cost per turn: 0; Total advances: 20; Production: 102; 0 polluted tiles
Wonders: Pyramids, Hanging Gardens, Marco
Units: 19 settlers, 2 warriors, 2 Phalanx, 11 Caravans.
Roman: 5 cities, 11 techs; Colossus
Zulu: 5 cities, 14 techs
German: 5 cities, 12 techs
Egyptian: 7 cities, 14 techs
American: 5 cities, 13 techs
Mongol: 6 cities, 17 techs
 
I just should have sent lone settlers earlier.

You may not be alone in thinking dispatching units east and west might have been done earlier than actually achieved. It was certainly my feeling. Settlers or engineers for the ones that could not be reached by walking, and escorted dips or spies for the most distant (I do not think I could bear the tension of advancing a lone dip/spy into enemy territory, knowing that at any moment it might be expelled!)

Still, with reference to the discussion in the game thread about using the automated settler trick to divine water, I had enough time to irrigate to my first city from one of the seas.
 
Still, with reference to the discussion in the game thread about using the automated settler trick to divine water, I had enough time to irrigate to my first city from one of the seas.

You mean you built canals all the way to the starting point? :eek: I think that is what Schiaparelli saw! :D

For my game, I am basically done with it. There is just one AI city left that could be taken control of any time.
So I have a question about scoring: According to the formula, it clearly is "More game scoring = good" and "more turns played = bad". Has there been any mathematical research been published (I am pretty sure that it has been done ;)) about when is the right time to stop? Or do I have to do it myself? I still have several cities with growing potential and have them in celebration mode, so the score is rising every turn.
 
So I have a question about scoring: According to the formula, it clearly is "More game scoring = good" and "more turns played = bad". Has there been any mathematical research been published (I am pretty sure that it has been done ) about when is the right time to stop? Or do I have to do it myself? I still have several cities with growing potential and have them in celebration mode, so the score is rising every turn.

On a general basis, you need to increase the score by 2% each turn that is elapsed in order to maintain your GOTM score. But best is to dl the gotmscorecalculator.xls file that's here:
http://www.civfanatics.com/content/civ2/gotm/Score_Calculator.xls

and to calculate the estimated GOTM score each turn in order to determine when you should submit, using some sort of ''score curb''.
 
Thanks jokemaster! I found the calculator before, but I don't have excel at home and open-office can't get along with the macros. So I will just stick to the 2%-thumb-rule you mentioned.
 
Here is the first part of my log.

Date Notes

-4000 Settler moves 1 square (to 254, 20 to be in between pheasant and silk)
-3950 London founded. Settler started.
-3450 Settler completed, moves east
-3200 Settler arrives at 262, 24 (in the middle of 4 specials)
-3150 Settler chops wood
-2950 Settler complete in London, chops wood in city center
-2900 York founded.
-2850 Start Ceremonial Burial
-2800 London produces warrior, who starts exploring
-2700 York produces warrior, who starts revealing terrain
-2650 London City center is clear, settler moves west
-2450 settler arrivesat 244,20 (4 specials)
-2400 Ceremonial Burial -> Code of Laws, settler chops wood
-2200 Nottingham founded.
-2100 York builds settler, heads north
-2050 Code of Laws -> Monarchy, London produces settler, heads north, RB Nottingham 1sh.

Status at -2000
Population: 0.03M; Cities: 3; Trade routes: 0D0F; Government: Despotism
Gold: 11; Cost per turn: 0; Total advances: 4; Production: 9; 0 polluted tiles
Wonders:
Units: 2 settlers, 2 Warriors
Roman: No contact
Zulu: No contact
German: No contact
Egyptian: No contact
American: No contact
Mongol: No contact

-1900 York settler starts clearing for Hastings at 264,18
-1700 London settler starts clearing for Canterbury at 253,9
-1650 Hastings founded, RB York 2sh
-1550 Nottingham produces settler, heads south
-1500 Canterbury founded, RB Hastings 1sh
-1450 Monarchy -> Currency. Monarchy established. T4L0S6
-1350 York produces settler, heads south, Nottingham settler starts clearing for Coventry at 246, 26, RB Canterbury 1sh
-1250 London produces settler, heads south
-1200 RB York 1sh
-1100 Coventry founded
-1050 Hasting produces settler, heads north, Currency -> Trade, London settler starts clearing for Warwick at 252,26.
-1000 Population reaches 100K

Status at -1000
Population: 0.10M; Cities: 6; Trade routes: 0D0F; Government: Monarchy
Gold: 32; Cost per turn: 0; Total advances: 6; Production: 22; 0 polluted tiles
Wonders:
Units: 3 settlers, 2 Warriors
Roman: No contact
Zulu: No contact
German: No contact
Egyptian: No contact
American: No contact
Mongol: No contact
 
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