GOTM 121 Spoiler

+1605 Future Tech 2 -> Mobile Warfare -> Combined Arms. Domestic deliveries for 990, 1215, 306, 22, 677, 132, 2210. Zabol founded on the western shore of Roman lake.
+1610 Combined Arms -> Robotics -> Stealth. Mahabad founded on the eastern shore of the Zulu lake. Andimeshk founded. Domestic deliveries for 528, 292, 466, 476, 995, 535, 980.
+1615 Zulu develop Feudalism. Stealth -> Future Tech 3 -> 4. Domestic deliveries for 402, 532, 1146, 660, 412, 2008.
+1620 Future Tech 4 -> 5 -> 6. Domestic deliveries for 356, 296, 758, 574, 368, 196, 269, 136, 147, 144.
+1625 Future Tech 6 -> 7 -> 8. SETI built. Domestic deliveries for 1330, 634, 192, 186, 126, 1232. Sirjan, Paveh, Sanadaj founded.
+1630 3 Barbarian partisans appear in the forests near heartland. Cities there are unprotected. Future Tech 8 -> 9 -> 10. Domestic deliveries for 390, 344, 683, 834, 406, 230. Zahedan founded. T2L4S4
+1635 Barbarian partisans kill a van, get paid 1600g to spare Crete, and take Cremona resulting in the loss of 2 vans and a cavalry. I get 12 partisans as a consequence. Future Tech 10 -> 11 -> 12. Domestic deliveries for 397, 750, 186, 3328. My new None partisans kill the barbarian partisan in Cremona and take the city back. Last remaining barbarian partisan killed. Kermanshah founded as the launching pad for Zulu conquest. T0L3S7
+1640 Future Tech 12 -> 13 -> 14 -> 15. Apollo built. Zulu get tired of me pesting them and declare war. I would have been better prepared next turn, but nevertheless this is desirable. Domestic deliveries for 2037, 334, 640, 227, 1364, 1674. Knossos founded.
+1645 Zulu kill an explorer. Future Tech 15 -> 16 -> 17 -> 18. Stealth fighter easily takes out 3 defenders of Hlobane. Alpine takes the city. Senate warmongers prevail. Bapedi bribed for 1407g. Lost spy. Domestic deliveries for 750, 588, 267, 1154, 1018, 1956. Quinsay founded.
+1650 Future Tech 18 -> 19 -> 20. My air force easily takes out the 6 defenders of Zimbabwe and the city is taken for Lighthouse. Senate hands Zulu cease fire. Domestic deliveries for 576. T3L3S4. Zulu settler bribed for 268.
+1655 Future Tech 20 -> 21 -> 22. Domestic deliveries for 258, 2558, 1267, 3877. Intombe, Ulundi, and Isandsubverted for 2x258, 2x263, and 2x660. Lost 2 of the 3 spies. Got King Richards. T2L3S5
+1660 Future Tech 22 -> 23 -> 24 -> 25 -> 26. Darwin built. Domestic deliveries for 104, 384, 1506, 621, 1042, 994, 41, 767. Mpondo subverted for 2x204g. Spy escaped. Zulu civilization destroyed. Roman Neapolis, Cumae, Veii subverted for 2x325, 2x1110, 2x1500. 2 spies lost and one spy escaped. T3L3S4

Unlike aggressive Zulu Romans never declared war on me despite much pestering. I kept bribing their cities and putting soldiers near their other cities but they kept the damn peace. Finally there was just Rome left and I was not going to keep playing till they change their mind so I switched to fundy and finished them off. I was done before +1700. If I knew they would behave that way I would have switched to fundy a few turns earlier.
 
When last we left off, helicopters were massing for coordinated assaults on Rome and the Zulus. Today's episode resumes with them in flight. Domestic deliveries continue but are not recorded in their snooze-inducing entirety.

1605 - Alexandria bought for 396+81+6 building+4 units. Heliopolis bought for 279+42+4 buildings+3 units. Elephantine bought for 660+40+5 buildings+3 units. SpaceFlight>Recycling>Environmentalism.
1610 - Senate makes peace with Egypt, doubles the price of El-Amarna to 464+55+2 units. DT cap up to 2220. Environmentalism>Plastics. London builds Apollo.
1615 - Zulus develop literacy. Plastics>AtomicTheory>Fission. 70m citizens.
1620 - Rome captured+40g+walls, senate makes peace. Helicopters disbanded to produce shields toward a diplomat while Rome is in disorder. Hieraconpolis bought for 165x2, Egypt defeated. Fission>NuclearPower>Laser. Hastings produces Uranium.
1625 - Antium bought for 374x2, 8 buildings+4 units. Defenders disbanded to produce diplomat, dip bought outright in Rome. Laser>Superconductor>Fusion.
1630 - Cumae bought for 660x2, 8 buildings, 3 units. Veii bought for 295x2, 5 buildings, 3 units. Zimbabwe captured. Fusion>FT1>FT2. Manhattan Project built in Bokhara.
1635 - Pompeii bought for 354x2, 8 buildings, 4 units. Ravenna bought for 464, 4 buildings, 3 units. Bapedi bought for 390x2, 7 buildings, 3 units, Colossus. Rome has 6 cities, Zulus 5. DT up to 2711. FT2>FT3>Communism. Eiffel in London.
1640 - Intombe bought for 346x2, Pisae for 456x2, Neapolis for 346, Ulundi for 720. DT up to 2890. Communism>Espionage>FT4.
1645 - Hispalis bought for 165x2. Mpondo bought for 290x2, Hlobane for 234, Isandhlwana for 275x2, Zulus destroyed. FT4>FT5. London builds UN. 91m citizens.

My Romans also continually pushed for a peaceful resolution, which was fine by me as I had targeted their capital first and they could not buy a new palace. Helicopters were more than sufficient for the initial assault, and never got a chance to participate in the campaign again after taking Rome. The romans did find a way to slow down my inexorable advance - they did not build roads to their southern cities. I also finished before 1700.
 
Thanks. Romans had been icy for centuries from all the tribute demands. I deliberately neglected contact with them after switching to democracy to keep positive interaction to a minimum. In 1590 I was able to demand withdrawal of Roman troops despite having no cities near them, and got lucky with a war declaration over that. Without that spot of luck, I would have had to switch governments before the choppers arrived.
 
I had a great start in some respects - I looked at the map briefly first. Then I played carefully and got to Monarchy in1850bc. Then I tremembered to send out settlers with a phalanx escort early. But I only thought to send them to the near civs., so the Egyptians and the Germans lagged behind. I conquered the americans and the Mongols in 860AD, and was feeling pretty good. But things got slow. THe last straw was when I switched back to Democracy and neglected to check shield support, so my advanced settler near the Romans was lost. But I finished in the early 1700s.

Log from beginning to 860AD:

4000 Move one square for two specials
3950 London founded
3450 first size 1 settler. Start irrigation in London. Make 2nd settler right away.
3250 Irrigation of London complete
3200 move to next city location
2850 Second size 1 settler
2700 York
2350 Nottingham (SSC)
2050 York settler
2000 Hastings. 4 Cities, 4 techs, researching Monarchy

1850 Monarchy – instant revolt
1200 Send Western colonist
1000 Still only 4 cities because of the colonists. one extra settler. 7 techs

950 Trade
800 Canterbury
725 Masonry
675 Pyramids
525 Coventry
500 Pottery. Status: 5 cities, 9 techs

300 City founded near Mongols
225 HG
125 MPE all maps except Zulu
20 Colony near America. Status: 12 Cities, 19 techs

100 Philosophy, Mono. Tax to 50
160 1st Mongol Crook
200 American trireme
240 trireme and 2 vet crooks set sail for Mongols
280 meet Zulus - get Astronomy
320 Copes in Nottingham
380 Nishapur captured.
420 Trireme and 2 vet crooks take Buffalo
460 Samarkand
500 Settler and vet phalanx go East to Zulus.
Status: 22 Cities, 26 techs
520 Mike's

740 Engineering
760 Washington captured (GL) KRC in Nottingham
820 Both Americans and Mongols conquered this turn.
 
I finished almost 11 days ago. I did develop Flight before the end but did not develop Combined Arms (so no helicopters) and I did not build any planes. I did build a number of airports, but only airlifted 4 units. I also finished before 1700AD.

Here are my final stats (taken just before subverting the last enemy city):

Population: 71.4M; Cities: 117; Trade routes: 192D1F; Government: Democracy
Gold: 5520; Cost per turn: 1279; Total advances: 78; Production: 1833; 1 polluted tiles
Wonders: All except Apollo and Manhattan
Units: 5 Settler, 10 Engineers, 1 Warrior, 4 Phalanx, 3 Archers, 22 Musketeers, 8 Partisans, 46 Alpine Troops, 31 Riflemen, 1 Chariot, 17 Cavalry, 2 Cannons, 24 Artillery, 17 Transports, 20 Spies, 77 Freight, 1 Explorer
 
Log 860 - 1600

940 Democracy learned
980 SoL
1000 Gov: celebrating Demo. Start cleaning up cities – too many settlers...
Status: 37Cities, 30 techs. 26 settlers. 16 vans

1010 Hastings hides to Nottingham 15g
1020 disband legion for happiness
1030 Nottingham hudes to Canterbury 27g. Carlisle, Ipswich
1050 Portsmouth and Berwick, finishing up the food shortage settlers.
1070 Gunpowder.
1110 Univ => Econ
1120 Egypt port founded
1140 Econ => ToG
1190 ToG, Medicine. Romans build Shakes.
1210 Chem => Expl. German attack port founded.
1240 Explosives. Many cities at size 12.
1280 Nav => Phys
1310 Phys =>steam
1320 Magellans
1340 Steam engine
1360 RR => Ind. Science to 0 until Darwin. Move vans to London. Address happiness in Crete, capua, dover, phil, issus
Status: 52 Cities, 37 Techs, 19 engineers, 30 vans

1370 deliver vans in London. Buy white gooods
1380 Darwin. Ind, San. Tax to 10
1410 Corporation. Switch to Fundy for 5 turns to get gold.
1420 First fundy turn not much good.
1430 build attack fleet in Egypt; save money for germany. Building railroad Nottingham-Washington
1440 Konigsberg bribed.
1450 build more engineers
1480 Magnets=> Gen Engineering Alexandria, Frankfurt. Germans have gunpowder now.
1490 Women's Suffrage. Memphis, Heliopolis.
1500 Status: 62 Cities, 45 techs, 37 engineers, 24 freight

1505 Thebes
1510 Elephantine
1515 Gen Eng ineering => Metallurgy
1520 Pi-Rameses
1525 Frankfurt. Revolution
1530 Gov: Demo. It was more than 5 turns. Buy many sewers
1535 Cure for Cancer..Deliver from home territory to Washington – 236g, 138g. Enough to get 1 turn per advance.. Still 2 German cities.. Lots of celebration. Roman settler lost to lack of shields. Wah.
1540 Metallurgy =>Conscr. Washington size 16. Munich subverted x2 gold.
1545 Conscription => Electricity
1550 Electricity => refrig Washington size 17
1555 REFRIG => Electronics. Ipswich silver to Richmond (d) (603g
1560 Electronics
1565 Steel => atom theo Cremona silk to Washington (734g)
1570 Atom Theo.
1580 Refining. Gloucester Silk to Washington 974g
1585 Combustion
1590 flight.
1595 Radio
1605 Ipswich Gems to Bokhara 756g Trade with Roans for Feudalism.
1610 Chiv. Karakorum gems to Philadelphia 842g
1615 Eiffel Tower. STWA. Status: 73 cities, 61 techs. 52 engineers, 27 freight
Zulu city will be built in 2 turns. Rome is 25 turns away

I finished shortly after 1700,
 
Nice job mackerel. By the way, how did you get Romans to declare war in the first place?

If you are in democracy and have the UN, the senate will allow to declare war every now and then, so there is no need to switch governments. When I tried for the second time, the senate had no objections to attack the Zulu capital. After that, it was building up the score with population, future techs and peace. ;)

Or is this feature only available in MGE but not in the classic version?
 
I enjoyed delivering significant numbers of Uranium freights near the end - Sherwood Forest wasn't so bad after all.

I finished about 1750.
 
If you are in democracy and have the UN, the senate will allow to declare war every now and then, so there is no need to switch governments. When I tried for the second time, the senate had no objections to attack the Zulu capital. ... Or is this feature only available in MGE but not in the classic version?
I do know that the UN allows you to reject peace offers half the time, but I was unaware that it also allows outright attacks. I have to test this.
 
I tried five turns in a row before finally revolting to COmmunism. No problem there ;)
 
I do know that the UN allows you to reject peace offers half the time, but I was unaware that it also allows outright attacks. I have to test this.

It is pretty much the same, at lest in MGE. You try to attack (while in demo and at peace with the AI you attack), and you get a message about the senate's decision whether they agree on the attack or not:
1.: Attack performed, battle, war declared etc
2.: Attack neglected, no battle, no wardeclared, attacking unit loses 1 movement point.
 
I am new to CivFanatics and have Civ 2mge, I think its super that this place where people still play Civ 2 exists! I have downloaded the starting map and played about 100 turns, and will hurry to finish my game this weekend! I hope its not too late. I have noticed people keep nice notes, so I will write some things to post also!
 
Major Advantage,

I went back to one of my last saves and tried attacking Rome with my air force. I tried it 50 times and got overruled by senate every single time. My version is classic on Mac.

darkborg,

Welcome. Magic Gorter is the one who receives the submissions and has to approve late submissions. He is usually pretty lenient with the deadline. Hope to see you in other GOTMs as well.
 
I went back to one of my last saves and tried attacking Rome with my air force. I tried it 50 times and got overruled by senate every single time. My version is classic on Mac.

Did you try to attack during the same turn? If the senate stops you from attacking, the attack should be possible next turn. I vaguely remember having read something about two political parties alternatingly dominating the senate.
 
I am new to CivFanatics and have Civ 2mge, I think its super that this place where people still play Civ 2 exists! I have downloaded the starting map and played about 100 turns, and will hurry to finish my game this weekend! I hope its not too late. I have noticed people keep nice notes, so I will write some things to post also!

Welcome. As Ali mentioned....finish your game and submit it this weekend....no problem for me....
 
This map is huge, I did not realize it was so wide. I made a port at the Americans, and have destroyed them in 1200 AD, but I will not have a German port for about 10 more turns, and an Egyptian one in about 25 turns. I am thinking of using Helicopters possibly to reach the Romans and the Zulus. I have about 55 villages in 1200 AD, and a population of about 6 million. Im only just now entering Democracy, the corruption is so large. My own villages are all small, none even size 7 except for 1 which is my science village. The forest slows down expansion and growth greatly, the engineers need food and at the same time so do the cities, so the mathematics is totally brutal. Barbrians have not been much trouble, just some waves of legion and archer against veteran musketeers, they have no chance.

This is a marathon game because of the utter scale of it, I would certainly done some things very differently if I had fully realized when I started how wide it was, and that it was solid forest. I was also fooled when I did some map swaps and saw that the world was not solid forest. I did not realize that the middle 4 civilizations were totally cut away and isolated in an oasis of nice terrain. I have made use of ships and magellan to speed some expansion along the edge of the Americans and Mongols.

I've tried not to read ahead in this thread, but compared my Annos Domoni 1000 to some others, and see I started way way later than most to expand, and generally have about half the villages and economy of Ali thus far.

This is truly an epic game, and designed by a clever mastermind I think.
 
...

A long while back, someone got me a game called Civilization IV (plain vanilla). Recently I played it, and it was actually pretty good. A resource hog of course, and a whole new paradigm to learn, but it was far better then Civ 3 (which I never played very much).


Well, a few days ago, I noticed a GOTM 121 link in Gorter's sig when looking for some Civ 4 info, and of course, I had to download the file and give it some attention. I must say that this game file is not at all what I expected, the forests really seem endless and the map is quite wide. I had underestimated the time to expand, and had two modifications of plan along the way -- the enemies are cleverly placed, as are water features. And I've had to think of a couple new strategies, but the jury is still out since I have just passed year 1500 AD.

Of course, my own game is a 'power democracy', and the dominant unit is the Freight (and ancient predessor, caravan). I even changed my CivFanatics Icon to a Freight, hehe.

I've found it useful to look back at the guide that Nethog wrote up from players like SlowThinker, Sodak, Lafayette, myself, and others about 10 years ago. This was particularly useful in regards to the change points of trade value (e.g., Nav/Inv, RR, Flight). Trade, even with the no-rehoming rule, is the engine that drives this game.

The 2nd most valuable player is the Engineer/Settler, for making the revenue generating roads and railroads, and chopping trees. Never have I chopped more trees, and hardly even seem to change the look of the map.

And the 3rd MVP is the Spy; in fact, my end game strategy may well hinge on this unit mainly because of its movement.


The world contains a lot of forest. It's difficult to find an area without trees. Traveling will be difficult and will give an extra challenge.
Well that is an understatement. This reminds me of the Black Forest or Arena maps carved out of trees, in Age of Empires II.

I have not yet read most of this thread, but I have 100 villages at 1500 AD, but far more freight, engineers, and trade. The Mongols are of course the Key Civ, and they are kept as a "pet", with a single size one village with no units, three trade arrows (1 gold, 1 lux, 1 corrupt), two shields (which is meaningless, since it gets a "free" production box of shields every single turn anyway, which my spies then remove... every single turn). The control of the advances given to them is important for the freight cap values.

It has not been a problem to fight under Democracy, as usual. Even without the UN, you can get the senate to back you, provided you know how to lure the enemy with "bait" for a sneak attack. In Democracy, it takes a bit more planning. Fortunately, gold is no issue in a Power Democracy trade map like this one, and each village costs one or two 50-shield freight to bribe or subvert.

I'm past 1500 AD now, and will finish the Tech tree before my troops arrive at teh Zulu and Romans. I'll write up a log from my notes after a late night or two, I think.
Even though this game is a timeless classic to play, I have in fact learned a couple interesting things. This GOTM is an interesting one to return for the first time in a few years! Its great to see that many of you have been Civ Fanatics and kept this interesting, for all this time!!
 
I dont have time to type up a full log yet, but I'm in year 1555AD, and think the game will end within 10 or 15 turns. Ill give a short log thru 1 AD, and a result at 1500 AD, but will complete it when I return from work today.




START:

I assumed from the hints, that this map would have significant forest, and see at the start that I am completely swamped, no landmarks or terrain other than Forest, so with a special nearby, that is "good enough" to start. I decide to irrigate the city center for 5 turns first, in order to collect the science…. I irrigated founded the capital there. Settlers will be required to irrigate the forest to plains before founding, until we discover the plains or grassland. Given the non-Diety level, the strategy will initially be to get to Monarchy immediately, and ideally switch in a timed Oedo year. After that, go for trade. In a forest, each village essentially becomes its own "OCC" (one city challenge) arena, for the first few thousand years. The play, and arrow manipulation, and shield management, and especially the IPRB (incremental partial rush buy) used to tip a balance of production and minimize production excess.

-3500 First Settler
-3250 Start CB (Ceremonial Burial)
-2900 Found York (City #2), 3 squares southeast at a 3-special.
-2600 CB, S-Mon ('Start Monarchy')
-2450 Found Nottingham (City 3) , 3 squares southWEST at a 3-special. It will share the Capital's Pheasant, eventually.

NOTE: There is lots of city radius overlap, but with so much forest, the Specials are key. I made a Phalanx, which is out exploring and hopes to find the "real" place to move, out of the forest.

-1850 Found Hastings (#4), west, at special.
-1650 Discover Monarchy, Start Currency. Immediate revolution, Immediate MONARCHY

NOTE 1: Turn 48 is a multiple of 4 (an "Oedo" yea, or when you come out of Anarchy), and so the science was adjusted so that the advance was discovered in the last village of the turn #47 cycle, and hence when it went to Revolution, no villages were remaining to be in Anarchy, the game year advanced (Turn 48), the Anarchy ended, and I was in Monarchy with 0 impact on trade, shields, or food.
NOTE 2: I "could" have discovered Monarchy 2 turns sooner. Then declared revolution before T48. But then a whole turn of production would be impacted.

-1600 Canterbury(#5), east of York at 4-special.
-1300 Coventry (#6)
-1250 Currency, S-Trade (EGYPT: Started Pyramids)

NOTE: Will go for trade, and choreograph the world to advance science quickly.

-0950 Trade, S-Mapmaking (Set TSL to 50T/50S/0L)
-0925 Making caravans (Adjust Taxes as necessary each turn, use IPRB to build, manage each village shield)
-0875 Found Warwick (#7) straight North at 4-special.
-0850 Found Newcastle & Oxford (8&9)
-0800 Romans start Pyramids
-0850 Americans start Pyramids
-0700 Build Marco Polo, ROME: Traded: Trade-MapM Mon-Wri Cur-Mas, Peace, SwapMaps
-0675 Gift everyone, everything.
-0600 Start Pyramids
-0525 PYRAMIDS
-0400 Mysticism, S-Philosophy
-0350 Found Norwich, Leeds
-0325 Found Reading
-0250 COLOSSUS

NOTE 1: thought about not building this wonder. The initial thought was that Republic is going to be useless, since so far, the forests never end. It will not be possible to give up 2 food per settler, to chop trees in a food-starved economy. Hence, Colossus will not have the "normal" strong effect when Republic inflates it to size 7, then 8, then 12, then 20. Right now, in Hastings (where I have to put Colossus, due to location rendevous of Caravans, and location in a 4-special) there are no roads or irrigation of surroundings yet.
NOTE 2: Right now, in the entire 16 village empire, I have 1 road and 1 irrigated tile (outside the centers).

-0150 ROME: swap Rep-Poly, Phil-Constr
-0125 Found Exeter
+0001 Rename all villages to an organized 3-character system.

Status at +0001
Pop: 0.79M, Cities: 18; Government: Monarchy, Gold:76
Techs: 22; Output: 17inc/49sci(11turns), Production: 102
Wonders: Pyramids, Colossus, Hanging Gardens, Marco Polo
Units: 18 settlers, 8 Phalanx, 4 Pikemen, 1 Diplomat, 10 Caravans.

ROMAN: 5 cities, 19 techs
ZULU: 5 cities, 15 techs
GERMAN: 3 cities, 19 techs (They have Banking, which I lack)
EGYPT: 5 cities, 18 techs
USA: 4 cities, 19 techs (Engineering)
MONGOL: 4 cities, 18 techs (Mathematics)

SSC (Village A05): Generates 12 science; Library makes 4 beakers for 1 gold. 3 tiles produce trade, and its in Celebration (Republic benefits, except growth). Playing the SSC essentially like a OCC village right now, size 4.


STRATEGY: This has shifted. So much forest, map is very very wide, and must "begin" to conquer "now". Based on map swaps and village locations, I am initially heading for America, they have green fields! Im hoping they will be a more refined trade target than the more warlike Mongols. Thus far, village grown is concentric from the capital, for minimal corruption and waste, and expanding outwards based on Special locations, and solo settlers that irrigate the forest at the village site before founding.

There will need to be resources devoted to creating a road for trade, which should pay off hugely, later in the game. Almost only 2 units are produced: Caravans (in the core), and Settlers (mainly in new villages). Republic is not an option, the shield support loss cannot be overcome with trade yet, and the only real growth would be via filling the food boxes. This means a sprawling Monarchy empire, and fixate on Resource specials until we find the edge of the woods. If we find a nice plains/grassland, then the Capital might even be moved. I have two groups just starting east, and west. It’s a protection unit, settler, and diplomat. One will head for America, Germany, Mongol, and Egypt. It appears that these are not connected via land, so it will be necessary to make a port village and ships to reach these nations, so a settler is included. This is great trade news (see other posts for why) that the nearby civs are not on my K. It also means that possibly Magellan will make a difference for accelerating movements, especially for the Mongols.

A mid term key will be to get to Explosives with Leonardo rapidly, before switching to Democracy, and using 1 food engineers. After that, a beeline to Refrigeration. Then, Corporation. Delay Flight, get Automobile (superhighways). Flight cuts trade for the 3rd and last time, and its cut by half (from 66% to 33% value). When the time for change comes, then do it once, from Monarchy directly to Democracy, and remain in Democracy.

Along the way, manage the AI's to direct their reseach, and get their advances so i dont have to research them, and get to explosives sooner. Based on the eventual trade results, manage the techs of the Key Civ, to control the trade cap limit (depends on the values achieved though). Of course, a caravan that is worth 6000, but when science costs 1500 per advance, will be capped at a 1000 value. Lowering the science value will reduce the cap, and can cause gold/beaker losses. Done properly, this can make a game progress at a very high mid and late game rate on a trader's map like this one.

14 roads, 4 extra forests chopped. Starting a road network, at expense of new villages. The race is for trade before Invention/Navigation; the double value payout is enormous. Villages produce resources. Caravans, properly done, produce more for far less. Most shields go into Caravans, and managed with IPRB, and caravans are collected and sorted near the Capital & SSC.


.... Warpspeed .... Skip ahead 1500 years ....


1500 -058.6M-1068MT 04173T/782 000S 060P- (60T00S40L) GuerillaWarfare,S-LaborUnion

ROMANS: Unknown
GERMANS: Democracy, only Berlin (At forced peace)(35tech)
AMERICANS: Defeated
MONGOLS: 1 size 1 village, no troops; The "key civ" (40 tech)
EGYPT: 1 size 8 village, making Statue of Liberty, at peace (38tech)
ZULU: 7 villages; Contact, but no embassy; Diplomat near MM3 (Mongols)


eng-152,Ancient-15,Rifle-34,Apline-6,Cav-11,Artil-4.Destroyer-1.Transp-12,Spy-29.Freight-116,Expl-1
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NOTE: Year 1500 is nearing the end of the game. The tech tree will be done about 1550. In this turn, I delivered about 5450 trade, far more than is needed for an advance. Gold is in short supply, as always.

In this game, I have not built factories like usual; this is not normal, and don't think I've have do adopt this path in a GOTM before. Trade is too powerful, and village sizes (my own in the forest that is) are too small, typically size 7 or 8, and up to 12 except for the SSC and a support village. The SSC is size 30. No terraforming, however. The engineer days are needed in clearing forests, irrigating, and making roads.


Extra note: I have just reached year 1550, the tech tree is done, and I have forces (Helicopters, spies, and a few ancient NON units, and an Alpine for Rome) arriving in both Zulu and Roman areas over the next 5 turns. The Helicopters are slightly behind schedule, and the forward Roman village was not quite timed properly, and there is no time for a good forward Zulu village, so they will go into battle at about 50%. The Zulus do not have Gunpowder, but Rome has only Gunpowder, not cannot have conscription. I dont have the UN, Im always short of gold to buy it, but neither Zulu nor Rome can recover from the tech flood and reserach anything useful, so its a moot point.

I did not need the UN to fight Mongols, nor the Germans or USA, when they sneak attacked my freight. Then it was lights out. The Senate has thus far stopped war with Egypt to defeat their Capital. Those egyptians are too peaceful, and seem to "know" what is coming if they were to attack. Egypt has Gunpowder, but my vet stealth fighter will eradicate their defenders single handedly when the time comes.

The strategy will be to try and take the capitals and remain in Democracy, then subvert when the Senate intervenes. The cost of subversions are no object, I can generate over 30,000 gold per turn if necessary (assuming Im in Democracy). I've made vet spies, and will send in more once an airport is set up in each area. I have about 120 villages; the USA and Germans are gone, one Mongol size 1 village that occupies only a single tile (its worker cant be placed), with no units allowed (sabotage). The Egyptians have their capital, and thus far have not budged to war. I think it was because I let them continue making the SoL for so long, and they did not want to endager it. If necessary, I will drop out of Democracy and attack all 3 defended civs (Eg, Ro, Zu) for 1 turn, though it will cost a great deal. I do have food reserves and many courthouses, in case this becomes necessary. BTW, I used Apollo to take a look at the map in 1550, and see a current view of Zulu and Roman lands without spoiling the contact, which I hope will result in war later when it comes.


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