GOTM 126 Spoiler

Inkerman

Engineer
Civ2 GOTM Staff
Joined
Jan 14, 2011
Messages
447
Location
London
This may be early for a spoiler for a game not due for many weeks but the early stages played quite quickly for me so it seems worth it. I may have done not so well, but again it was a case of balancing the risk of trying something ambitious against something going badly wrong. Like gambling on no barbarian attacks on our main cities?

Firstly, my compliments to Ali Ardavan on this splendid composition which he called “Power of 2”.

Ali mentioned its existence earlier in the year in a thread about possible future games. The context was a discussion about a game with more late game balance. The straightforward, standard games tend to be decided early here, even at Deity level, because the optimised techniques found over the years are very effective when deployed by the expert players. In my case this game certainly achieved the late game play, whilst at the same time allowing (or perhaps requiring) the use of several of the techniques through the game, and it contained a few of the nice surprises that show what a fine game this is.

For completeness of this thread I quote Ali_Ardavan from the previous thread

Power of 2

This world is 40x250 round. It consists of 256 isles. Each isle is a 2x2 square. Human player plays purple and starts on one such isle near the south pole. There is another such isle within a trireme's reach a little bit further to the South. Orange player is a little further north (not reachable via trireme) and starts on 2 such isles connected together at the tip. The cyan player is north of orange, again out of trireme's reach, and his homeland consists of 4 such isles. The yellow player is north of orange, again out of trireme's reach, and his homeland consists of two close by land pieces each made of 4 such isles. This pattern continues and culminates with the white player having a homeland of 64 such isles. The remaining 128 isles are near the north pole.

The isles each have 2 grass tiles (512 total) and one plains tile (256 total). The remaining tile is distributed as follows:
128 forests, 64 hills, 32 deserts, 16 swamps, 8 jungle, 4 tundra, 2 mountains, and 2 glaciers.
No grass tile covers a special.

Just to make it more challenging, the human starts with one settler and no techs. Orange player gets 2 settlers and 1 starting tech. Cyan gets 3 settlers and 2 starting techs, ... White gets 7 settlers and 6 starting techs. No starting tech will allow the building of a wonder.

Being so far behind at the start, it looked to me like it might be a case of choosing which early wonder to take. My plan was to make that Marco Polo, allowing us to spend some time swapping technologies, as the other civs would be helpful to my pathetic one. Learning from an earlier game I would try at that stage to do as little development work as possible, allowing the AI to discover things and pass them on, meanwhile making caravans and improving the cities as one would do with OCC.

I thought maybe four stages to the game reflecting different types of issues, with the stages changing later than in a normal game.

The early game would be setting out the two cities, and securing Marco Polo.

The early middle game would be holding place with the two cities, growing them somewhat, swapping technologies, and securing a few things for the future such as perhaps a couple of key wonders. We would not be competitive with the larger AI civs; we might contend with the smaller ones.

The later middle game would be when we began to be more competitive, hopefully. Marco Polo would be less useful, possibly expiring. The cities might grow large or we might get more cities. One of the modern governments would be available. We would certainly eclipse the smaller AI civs.

The end game would be the late stage contest that the discussion thread envisaged. We would be competitive on technology and maybe fighting large wars. We would need a plan to end the game, either by conquest or spacehsip.

Early Game

I established the two cities, took a development path to trade, and I did get Marco Polo and no other early wonder. The Romans were 11 techs ahead by this time.
This didn't feel like doing anything special. I was reminded of the “Great River Race” that happens on the tidal Thames each year for all sorts of rowing craft each carrying a passenger and a flag. The tide and timing is such that crews get to the end even if they virtually stop rowing when they get very tired.

But in this game, on the other hand, maybe if you build Lighthouse you can get after one of the neighbours and get more growth? Or maybe people fit in the ever popular Hanging Gardens?

Early Middle Game

Technology exchanges went quite well, allowing a monarchy early. A while later and I was able to choose a second wonder, the choice being Oracle, Great Library, Copernicus or Shakespeare. I went for Copernicus, despite having very little own science at this stage, but I felt it would be a treasure for the end game.

A while later and I got a third wonder, in this case Magellan. These would turn out to be the 3 wonders I got from the first 20. This is also a wonder I hoped to make good use of later.

Marco Polo expired (AI discovered Communism) as I became a democracy - this rather later than I would have liked.

Wars came and went. We did manage to take the two Greek cities (with help from the Zulus) when we got steam engine as everyone else seemed preoccupied with gunpowder, and other technologies. Thus we rose to “Moderate”.

Apart from the success against Greece, which has made little difference so far, it all seemed to go smoothly, and quite quickly in real time.

Stats just before the government change:

Status at ???

Population: 33 (12/12/5/4); Cities: 4; Trade routes: 1D1F; Government: Republic
Cost per turn: 23; Total advances: 29; Mfg: 28; GNP (total income) 74;
Wonders: Marco Polo, Copernicus, Magellan. Others = 13.
Units: 1 Warrior, 2 Phalanx, 1 Musketeers, 1 Caravel, 1 Galleon, 2 Ironclad, 2 Dip, 2 Vans.
T4L2S4. Discoveries every 14 turns. Moderate.
Code:
Romans:  (5)    Enraged, War,           40 techs, 17 cities.
Zulus:   (6)    Enraged, War,           39 techs, 17 cities.
Vikings: (4)    Hostile, Peace,         34 techs, 9 cities.
Spanish: (1)    Enthusiastic, Peace,    36 techs, 5 cities.
Persians:(2)    Enthusiastic, Allied,   33 techs, 3 cities.
Carthage:(0)    Receptive, Peace,       28 techs, 1 city.

Later Middle Game

A big cloud was the Romans and Zulus becoming pals, invariably discovering different techs and then exchanging them. On the other hand something helpful in the AI when playing on this map became evident.

I played this as a democracy. Essentially the stage was about getting trade going, and as ever this had wonderful effects. I started to become competitive with discoveries. I raised cash. I got more wonders, including the UN.

But it was still a case of managing only a few cities.

Again I was left thinking if in fact things would not be so bad if I just played on general principles and went with the flow.


End Game


A last a stage where the player does have to start working and put in time! I'm still going.
 
Firstly, my compliments to Ali Ardavan on this splendid composition which he called “Power of 2”.

Ali mentioned its existence earlier in the year in a thread about possible future games. The context was a discussion about a game with more late game balance. The straightforward, standard games tend to be decided early here, even at Deity level, because the optimised techniques found over the years are very effective when deployed by the expert players. In my case this game certainly achieved the late game play, whilst at the same time allowing (or perhaps requiring) the use of several of the techniques through the game, and it contained a few of the nice surprises that show what a fine game this is.
Thanks for the compliment. I hope it works as well as I intended it to. So far it has produced one unprecedented event for me: Romans have techs I want, but I have nothing to trade for them; they have all the techs I do.
 
Initial Planing

First goal is to get to mapmaking, build a trireme, and found the second city. Next goal is hut hunting on the South pole. After that cannot go anywhere without either Lighthouse or Navigation. Will decide what to do and whether to go for conquest or space ship later. Initial phase is the same regardless.


Date Notes

-4000 Karakorum founded. Settler started.
-3950 -> Alphabet
-3750 Alphabet -> Mapmaking.
-3350 Mapmaking -> Burial. Size 1 settler produced. Production switched to Trireme. Hut gives elephant! This is wonderful.
-3250 Elephant disbanded to speed up Trireme production.
-3150 Hut gives Pottery. This is pretty bad.
-3100 Samarkand founded.
-3000 Burial -> Code of Laws.

Status at -3000
Population: 0.04M; Cities: 2; Techs: 4; Government: Despotism
Gold: 4; Cost: 0; Trade routes: 0D0F;
Wonders:
Units: 2 Warriors, 1 Trireme
Goals: Monarchy, Trade, Marco, Lighthouse
Roman: No contact
Zulu: No contact
Viking: No contact
Spanish: No contact
Persian: No contact
Greek: No contact

-2950 Barbarians from polar hut immediately disappear.
-2700 Nomad from polar hut.
-2650 Code of Laws -> Monarchy.
-2050 Monarchy -> Bronze. Barbarian Trireme near Karakorum. Monarchy established. Warrior steps out of Karakorum to deny a tile for barbarian landing. T1L2S7.

Status at -2000
Population: 0.07M; Cities: 2; Techs: 6; Government: Monarchy
Gold: 72; Cost: 0; Trade routes: 0D0F;
Wonders:
Units: 2 Settlers (1 None), 2 Warriors, 1 Trireme
Goals: Trade, Marco, Lighthouse, expansion in Spain
Roman: No contact
Zulu: No contact
Viking: No contact
Spanish: No contact
Persian: No contact
Greek: No contact

-1950 Barbarian Trireme at Karakorum with no place to land. Warrior steps back in Karakorum. T3L0S7
-1700 Bronze -> Currency.
-1650 Zulu build Hanging Gardens.
-1500 Fighting observed between Spanish and Vikings, Zulu and Romans.
-1450 Romans build Pyramids.
-1400 Lighthouse built. Trireme heads north with 2 settlers on board.
-1300 Currency -> Trade.
-1200 Trireme arrives in Spain. Wait till next turn for the treasury to go below 100g.
-1150 50g, Pottery -> Spanish (3) -> peace, alliance, Iron Working.
-1100 Bokhara founded on river in southern Spain.

Status at -1000
Population: 0.17M; Cities: 3; Techs: 9; Government: Monarchy
Gold: 38; Cost: 0; Trade routes: 0D0F;
Wonders: Lighthouse
Units: 1 Settlers (1 None), 4 Warriors, 2 Trireme
Goals: Trade, Marco, one more city in Spain, a few cities in Zulu land.
Roman: No contact; Pyramids
Zulu: No contact; Hanging Gardens
Viking: No contact;
Spanish: 6 cities; Allied with me
Persian: No contact
Greek: No contact

-0950 Vikings build Colossus.
-0925 Trade -> Writing. T7L0S3
-0875 Nomad builds Nishapur in northern Spain. T7L2S1
-0750 Spanish build Sun Tzu. Barbarian Trireme which has been parked by Karakorum since -1950 finally disappears.
-0700 Marco built. Romans have a whopping 12 techs I do not! And I have nothing that they do not! Have to proceed very carefully.
Map making, Monarchy -> Greek(1) -> Math, Polytheism, peace, alliance, 50g
Polytheism, Monarchy, Trade -> Persian (2) -> Construction, Writing, Mysticism
Math, Construction -> Spanish (3) -> Seafaring, Chivalry, 75g
Seafaring -> Viking (4) -> peace, no tech exchange because of King Richards
(Zulu have nothing that I want)
Mysticism, Polytheism, Chivalry -> Roman (6) -> Bridge Building, Literacy, Banking
-0675 Spanish -> 100g. -> Philosophy. T4L2S4
Literacy -> Persian -> peace, no alliance
Roman -> peace, alliance, Wheel.
Zulu are at war with both Romans and Spanish. Instead of expanding in their homeland, I should either go to Romans or neutral.
-0650 Exchanged maps with Greeks, Persians, and Romans.
-0600 Literacy -> Spanish (3) -> 0g
-0575 Spanish -> 0g. Persians still not interested in alliance.
-0550 Spanish -> 0g.
-0525 Beads from Karakorum to Samarkand for 60 establishes the first trade route.
-0500 Spanish -> 0g. Persians still not interested in alliance. Silk from Bokhara in Southern Spain to Cordoba in Northern Spain for 132 establishes the first foreign trade route.

Status at -500
Population: 0.22M; Cities: 4; Techs: 21; Government: Monarchy
Gold: 131; Cost: 0; Trade routes: 1D1F;
Wonders: Lighthouse, Marco
Units: 4 Settlers, 5 Warriors, 3 Trireme, 1 Caravan
Goals: Trade with Persians (two vans shall take off next turn), establishing a foothold on Zululand if they reach peace with my allies (this can be done in 2-3 turns) otherwise in Italy (which takes quite a few more turns), establishing a foothold on the southern most neutral land, Michelangelo.
Roman: 11 cities, 26 techs; Pyramids; War with Zulu, allied with me
Zulu: 11 cities, 20 techs; Hanging Gardens; War with all but Greeks and me
Viking: 9 cities, 26 techs; Colossus; War with Zulu, Spanish, and Persians
Spanish: 6 cities, 19 techs; Sun Tzu; War with Zulu and Vikings, allied with me
Persian: 3 cities, 18 tehcs; War with Zulu and Vikings
Greek: 2 cities, 15 techs; allied with me
 
So this is my 2nd finished GOTM. I agree it is a beautiful map and great idea. Although I submitted my results early, I knew I was short on time to play this as a regular game. So I did OCC. It was my first attempt at OCC ever, couldn't have done it without the tips from all of you on this board.

It was a humble beginning for the Mongol's of Mr E's tribe. I knew between the skill level and the city/tech advantage the CPU had that I had to go for great library.

I put all my efforts into that and by around 2500 BC I was well on my way to securing it. While I was building it, I picked up Republic and promptly switched.

Around 1600BC I was invaded by barbarians and convinced their men they were better suited on my side. :lol: I was beginning to notice the Spanish and Zulu were the aggressive races.

In the waning BC years, my library begin to pay nice dividends. Sometimes rewarding me with 3-4 techs in a turn as the other civ's talked & fought. Happiness was a big problem that was slowing me down. Next target Shakespear's Theatre.

By about 500AD, it became obvious the Zulu's liked no one. They had the Persians at their last city and were eating away at the Vikings. The library continued to pay dividends, the computer was beating me to most everything, and I really needed sanitation.

The next 1000 years were my dark ages. To small and to behind to do much. Relying on the great library's tech hand outs until it's expiration. By the 1700's I was sending transports with trade to my friends and with diplomats to my enemies.

It wasn't until about 1800AD that sanitation was finally discovered. By that time I had Shakes and my city quickly bloomed above lv 20 and became the top city on the planet. Very exciting times but the Zulu's were on the war path. By this time they had eliminated every Civ but the Romans, the Spanish, and myself. The Zulu's had hit me once with a massive floating armada that I barely survived. I starting gifting every tech I could to the Spanish in the hopes that they would hold the Zulu's at bay for just a few more turns. A strategy I should have done much earlier, unfortunately at this stage it was to late.

By 1900 the Roman empire had been split by civil war. The Zulu's owned the world. I struggled to find the right strategy, knowing that I had to beat them to space. Really my only hope was that they would stay distracted. By about 1950, it was clear I was doomed. Although I survived, it was not a happy ending for the Mongols of Mr E.

Happy hunting for your GOTM.
 
Thanks for the log, Eric. It is interesting that Zulu managed to beat both Romans (with a greater starting advantage) and Vikings who are just as aggressive.

I am curious:
How much of the 128 neutral isles were settled?
Did the Zulu launch a Space Ship?
Who was still around at the end?

I think you made two strategic mistakes: Choosing Great Library over Marco and waiting till 1700s to establish trade routes.

You should never go for Great Library when you have the option of Marco; ever.
Here is why Marco is vastly superior to Great Library:
1. Marco gives you a chance (not a certainty, but a good chance) to get any tech anyone has. With the Library it has to be two before you get it.
2. With Marco you choose what to get and when to get it, with the Library both are automatic. The Library loads you up with techs you do not need increasing your research costs unnecessarily.
3. Marco allows you to set up alliances and gets gifts from allies who are more powerful than you. In OCC this means a significant cash stream at a point in time when you need it really bad.
4. Marco allows you to exchange maps which you need for knowing what commodities to build and where to deliver them.
5. Marco allows you to guide the research of friendly rivals. (See the thread on my OCC guide in Strategy forum for more details if you are not familiar with the concept.)
6. Marco costs 100 fewer shields to build.

I bet you if you go back and replay the game with just the above two changes, you will see vastly different results.
 
Hi all, this is also my second GTM game. I've been watching for awhile and decided to start with last month's game. Even though I always beat the AI, I can't even begin to compete with the top players here but its fun to see how close I can get with my style of gameplay - and this is a fun one. Quite fun watching the other civs battle each other while I'm allied with two of them and going about my merry way.

I got the first hut and it was a Nomad. Started out going straight for Map Making and founded Samarkand. Popped all huts on South Pole, got a couple of techs.

Built Lighthouse in Karakorum. Decided on a strategy of trying to reach the vast uninhabited lands of the North. Trieme sets out with two Settlers. Persians land next to Karakorm and I bribe them for an alliance. Another Trieme with two settlers sets out. Romans land next to Samarkand, oh no! Luckily and for some strange reason, they agree to an alliance for only 100G, whew, the gods are with the Mongols.

Romans get Magnetism and cancel Lighthouse while the first Trieme is still 2 turns from land! Again the gods are with the Mongols and the brave settlers make it to the southernmost uninhabited land of the great Y. Found third city.

Second Trieme lost at sea - their fate will never be known but their adventurous spirit will never be forgotten.

And that's where the game stands. Three cities, the Mongol empire is weak but thankfully at peace. Plan is to get Democracy and rapidly expand in the Great Northern Territories of New Mongolia. (I'm at work now and don't remember the exact date but it is slightly before 1000 AD I think.)
 
Hi Ali,

Lets hit them in order.
How many of the 128 squares were populated? 8 had cities. They were all Roman built that the Zulu's took.
Yes the Zulu's launched a ship. It went down as such, they built the Apollo program just before I acquired the tech. There was about a 10 year pause. Then one turn it was instant space ship. About 15 modules were whipped up in one turn, and they launched a space ship with 100% success arriving in 15 years. I still worked on building a ship, but at that point they had the game. My ship was still probably a decade away from launching when they won.

In the end, the Zulu's controlled most of the planet. The Roman's had 2 cities, the English (who formed when the Roman capital fell) had 1 city, and I had one city. All other civs gone.

I had to make a choice. If it wasn't GL, I would have done Marco. I may try OCC again just to see what happens.

I want to stress, I didn't necessarily wait until 1700's to start trading by choice. I mean it was ultimately my choice, but having only one city I had to focus on other areas. I was attacked numerous times in my game. At one point down to one badly damaged defender. Survival depended on supporting city walls a coastal fortress and late game a sam missle battery. When the game ended my city had 10 ground defenders, 2 ground offense, 2 naval ships, 2 diplomats, 2 fighters and a bomber. About every other turn I would see battleships, helicopters, and the occasional cruise missile. Venturing out of the city was a dangerous affair that required much preparation. I lost a lot of ships.

Hi J2theK, nice to have another new player in the mix.
 
I've been watching for awhile and decided to start with last month's game.
Welcome J2theK, it is always nice to have another player here.
Even though I always beat the AI, I can't even begin to compete with the top players here
That held true for every single one of us when we joined. We already knew how to play the game well enough to win most of the time but were blown away by how much we did not know.
Built Lighthouse in Karakorum. Decided on a strategy of trying to reach the vast uninhabited lands of the North. ... Romans get Magnetism and cancel Lighthouse while the first Trieme is still 2 turns from land!
Second Trieme lost at sea - their fate will never be known but their adventurous spirit will never be forgotten.
When did you build the Lighthouse? When did you take off?

And that's where the game stands. Three cities, the Mongol empire is weak but thankfully at peace. Plan is to get Democracy and rapidly expand in the Great Northern Territories of New Mongolia. (I'm at work now and don't remember the exact date but it is slightly before 1000 AD I think.)
Sounds like a great plan. Without Democracy there will be too much corruption and waste in North to do anything meaningful.

It would be nice if you could provide detailed Snapshots like many of us do at certain points in time like the year 1000AD.
 
Thanks for the details, Eric.

having only one city I had to focus on other areas. I was attacked numerous times in my game. At one point down to one badly damaged defender. Survival depended on supporting city walls a coastal fortress and late game a sam missle battery. When the game ended my city had 10 ground defenders, 2 ground offense, 2 naval ships, 2 diplomats, 2 fighters and a bomber. About every other turn I would see battleships, helicopters, and the occasional cruise missile. Venturing out of the city was a dangerous affair that required much preparation. I lost a lot of ships.
Wow! Sounds like a big adventure. I have run into situations like this in OCC games on earth with close by neighbors on several sides, but never to the scale you are describing (such as 10 ground defenders). Hostilities at the end are inevitable. How many trade routes did you manage to establish by the end?

It would be nice if you could provide detailed Snapshots like many of us do at certain points in time like the year 1000AD.
 
Re: Lighthouse - Not sure when I built Lighthouse or when I took off - I didn't note it but it was later than I would have liked. (I think I decided on that strategy after I saw how powerful the other civs were).

Here are some snapshots from a few saves:

Status at 1020AD
Population:0.48M; Cities: 3; Techs: 18; Government: Monarchy
Gold: 49; Cost: 6; Trade routes: 0D0F
Wonders: Lighthouse
Units: 4 Settlers (1 None); 5 Phalanx; 1 Legion; 2 Trireme; 1 Diplomat
Roman, Zulu, Viking, Spanish, Greek: No Contact
Persian: Enthusiastic, Allied

Status at 1540AD
Population:0.62M; Cities: 4; Techs: 21; Government: Monarchy
Gold: 250; Cost: 7; Trade routes: 1D0F
Wonders: Lighthouse
Units: 5 Settlers (1 None); 6 Phalanx; 1 Legion; 2 Trireme; 2 Caravel; 3 Diplomat
Roman: Enthusiastic, Allied
Zulu: Enthusiastic, Allied
Viking, Spanish, Greek: No Contact
Persian: Receptive, War

Status at 1808AD
Population:1.2M; Cities: 11; Techs: 34; Government: Monarchy
Gold: 838; Cost: 9; Trade routes: 3D0F
Wonders: Lighthouse
Units: 8 Settlers (1 None); 5 Phalanx; 1 Legion; 10 Musketeers; 3 Horsemen
1 Ele; 2 Trireme; 1 Caravel; 1 Transport; 2 Diplomat
Goals: Communism in 4 turns, become Communist. Prepare for Democracy. Keep expanding and more trade. Not sure I can beat them to space without taking their capitals so keep this in mind.
Roman: Enthusiastic, Allied
Zulu: 15 cities, 58 techs; Enthusiastic, Allied, 2028G; Peace with everyone else
Viking: Hostile
Spanish: 11 cities, 58 techs; Enthusiastic, Peace, 2147G; Peace with everyone else
Persian: Receptive, War
Greek: Dead

I wasn't sure what #D#F meant but I took it to mean # of money generating trade routes and # food caravans.

Not sure what I was doing between 1000 and 1500AD - doesn't look like much, not sure what happened. I do know I tried to go Republic but the people in Samarkand were so upset that nothing would placate them (aside from a rediculously high % Luxuries but then my science and income were so low it wasn't worth it) - there were some serious riots in Samarkand. So I went back to Monarchy. Also, the Spanish sunk a Caravel along with 3 Caravans and the vile Greeks destroyed my Temple in Karakorum.

On another note, is it ok to post my later game results - I did note people don't post their exact end game but I wasn't sure how far to go or what the spoiler rules were.
 
I wasn't sure what #D#F meant but I took it to mean # of money generating trade routes and # food caravans.
D means domestic, F mean foreign. When you deliver to one of your cities you get two domestic routes (one at each end). When you deliver to a foreign city you get one route. Everything else being equal, foreign routes are worth twice as much as domestic routes.
I do know I tried to go Republic but the people in Samarkand were so upset that nothing would placate them (aside from a rediculously high % Luxuries but then my science and income were so low it wasn't worth it) - there were some serious riots in Samarkand. So I went back to Monarchy.
Isn't Samarkand on the island next door to Karakorum? If so, I am surprised as there should be little corruption there. But with cities on neutral land I will not even bother with Republic. Republic is dysfunctional when your capital is far away from some of your cities.
On another note, is it ok to post my later game results - I did note people don't post their exact end game but I wasn't sure how far to go or what the spoiler rules were.
You should never post your score. If it is clear that you are not a contender for the Green star (earliest finish time), go ahead and post your log to the very end. Otherwise, hold off enough not to make your end date known.
 
Isn't Samarkand on the island next door to Karakorum? If so, I am surprised as there should be little corruption there. But with cities on neutral land I will not even bother with Republic. Republic is dysfunctional when your capital is far away from some of your cities.

Yes, it is the island next door - I had two ships out though so I guess that was enough to make citizens furious. I'm going to try Communist until I get my northern cities going. I find I often enjoy playing as a Communist. Gives me enough production to build and decent money and science. Plus I'm so far behind that hopefully my allies will keep giving me techs.
 
-0475 Bridge Building -> Spanish -> 50g. T2L4S4
-0450 Polytheism -> Spanish -> 50g.
-0425 Accepted Persian offer of 250g to ally against Vikings. Kashgar founded in northern Zululand. Phalanx rushed from scratch in Kashgar.
-0400 Persian -> 0g. Spanish -> 50g.
-0375 Spanish -> 50g. Gems from Samarkand to Persepolis for 324.
-0325 Zulu build Great Wall. Philosophy -> Monotheism -> Astronomy. Undemanded Salt to Persepolis for 108. Spanish -> 50g
-0300 None Crusader from Roman hut. T0L4S6. Viking trireme near Nishapur. 50g -> Viking -> cease fire.
-0275 Philosophy -> Spanish -> 50g.
-0250 Tabriz founded in southernmost isle of Italy.
-0200 Spanish build Great Library. 4 barbarian horsemen from Roman hut kill my None crusader. Spanish -> 0g.
-0175 Gold from Karakorum to Spanish Seville for 408.
-0150 Astronomy -> Navigation.
-0125 Romans build King Richard's. Philosophy, Banking -> Viking -> peace. Monotheism -> Spanish -> 0g. Philosophy -> Roman -> Invention. T2L4S4
-0100 Astronomy -> Spanish -> 0g.
-0075 Astronomy -> Roman -> Engineering. T3L4S3

Status at +1
Population: 0.52M; Cities: 6; Techs: 27; Government: Monarchy
Gold: 9; Cost: 0; Trade routes: 2D4F;
Wonders: Lighthouse, Marco
Units: 3 Settlers, 5 Warriors, 2 Phalanx, 1 Knight, 5 Trireme, 16 Caravan
Footprint: 2 cities in Mongolia, 2 in Spain, 1 in Zululand, and 1 in Italy.
Notes: Amazingly Zulu have left me alone and have a Neutral attitude towards me. We have never met. Peace with Vikings was very timely and so far my Spanish colonies have not been attacked. Persians have done a great job of keeping the only unsettled isle in Persia away from Viking setters. Spanish have been actively fighting Zulu and Vikings both in Spain and in their homelands.
Money is tight since two allies (Greeks and Persians) are below me and the other two have more techs than I do and will give me junk techs instead of money as gift.
Goals: Establishing a foothold on the southern most neutral land (Trireme is on its way with 2 settlers on board and will arrive in 3 turns), Democracy, Michelangelo, Copernicus, Leo, Magellan (12 of the 16 vans are food and ready to contribute to 2 wonders).

Roman: 12 cities, 31 techs; Pyramids, King Richards; War with Zulu, allied with me
Zulu: 14 cities, 22 techs; Hanging Gardens, Great Wall; War with Romans, Vikings, Spanish
Viking: 9 cities, 25 techs; Colossus; War with Zulu, Spanish, and Persians
Spanish: 6 cities, 29 techs; Great Library, Sun Tzu; War with Zulu, Vikings, and Greeks, allied with me
Persian: 3 cities, 25 techs; War with Vikings, allied with me
Greek: 2 cities, 18 techs; War with Spanish, allied with me
 
I think you made two strategic mistakes: Choosing Great Library over Marco and waiting till 1700s to establish trade routes.

So, I had the time, I played it again, OCC, going with Marco. Your right I did better overall. I managed to stay allied to the Roman's up til about 1850. By that time we were pretty much equals.

Zulu still dominated the map. This time I gifted many tech's to my less fortunate neighbors. That kept the blood hungry Zulu's at bay fighting them instead of myself. When the game ended, not a single civ had been wiped out, although all but the Roman's had been reduced to 1-3 cities.

The final outcome was still a loss. Although I got space flight first, we were all very close tech wise. Zulu's actually got apollo built before myself (*they did it in 2 turns!). After that the game was history, they were building 3-5 components a turn, when I could only do one. They launched a 15.7 yr space ship in 1895 with 100% success. At that point I could only hope that someone would perhaps take the zulu capital. That didn't happen and that was it. Very good game though.
 
Hi MrE,

I have been very interested to read about your experience with properly competitive space races, and it sounds as if you have enjoyed playing and done not so bad by normal standards. It will be great if some other folk try OCC to hear how they get on.

Meanwhile my own game continues slowly. For comparison with Ali's year AD1 numbers here are mine - in the normal way these are ordinary by comparison. A big difference is my lack of allies. Lacking the Lighthouse I have stayed with two cities but built them up more, and trade routes are for the future.

Status at +1
Population: 0.72M; Cities: 2; Techs: 19; Government: Republic
Gold: 99; Cost: 12; Trade routes: 0D1F;
Wonders: Marco, Copernicus. Other civs have 7, plus 3 building.
Units: 1 Warrior, 2 Phalanx.
We are weak (next to bottom) and spotless.

Roman: 14 cities, 30 techs; neutral
Zulu: 14 cities, 26 techs; cordial, peace
Vikings: 8 cities, 20 techs; hostile
Spanish: 6 cities, 16 techs; hostile
Persians: 3 cities, 23 techs; enthusiastic, peace
Greeks, 2 cities, 14 techs, hostile
 
+0020 T6L4S0
+0040 T4L4S2
+0080 Aleppo founded as the first city in Neutral land.
+0100 Copernicus built. Kabul founded in Neutral land.
+0120 Michelangelo built. T6L1S3
+0160 My power is inadequate. Bridge Building -> Persian (1) -> Feudalism. Feudalism -> Roman (6) -> Navigation, Gunpowder (gift). Gunpowder -> Greek -> maps. Silver to Romans for 215. T7L1S2
+0180 -> Theology.
+0220 Spanish reach peace with Vikings and Greeks, start war with Persians. First infrastructures built: Library in Karakorum and Courthouse in Tabriz. Beads from Tabriz to Spanish Toledo for 132.
+0280 Spice to Antium for 468.
+0300 Spanish lose Cordoba to Zulu. Vikings build Leonardo in their capital. I was hoping to bribe that away. Theology -> Leadership.
+0320 Beads to Greeks for 184. T2L1S7
+0340 Vikings build Liberty. Maybe I should take them out. They switch to democracy! Ormuz founded as the first city on the Y-shaped 16-isle Neutral land. Basra founded in Zululand near Kashgar.

I need to make a major strategic decision.
Plan A: Conquer Vikings, then decide how to proceed.
Plan B: Stay peaceful. Shoot for space.
Vikings have 3 useful wonders (Colossus, Leo, Liberty), a decent amount of gold (762), a tech I want (Democracy), and 2 techs I do not want (Masonry and Horseback riding). Once I get Leadership (in about 7 turns) I will likely be the only one with it since no one else is researching it. Vikings have neither Feudalism nor Gunpowder. They are researching University. They are already at war with half the world and have no allies. They should be an easy prey. After their conquest, should I want to go on with conquest I can use the Statue of Liberty to switch to communism or fundamentalism. I will also have Leo to upgrade my units.
On the other hand, if I decide to go straight for a landing, Viking wonders are not a big minus for me. Leo is not a crucial wonder to have specially on this map with few working settlers, Statue of Liberty is unneeded (I can likely trade Vikings for Democracy ), and Colossus is not as valuable as it usually is because a good part of its useful life is already behind us and it is not in my science city. Vikings are not currently building any other wonders, so the crucial Magellan is safe. Furthermore, if I lose cities to bribery the war can last quite a long time. I have to deplete my treasury to build units and this makes my cities easy targets; not to mention the fact that my capital is far from all my cities except Samarkand. Vikings have 9 cities and I have 10, but their cities are larger (4 of mine are size 1). I am not much more powerful than them. Moreover, I do not need their land for expansion now that I have 3 (soon to be 4) cities in Neutral land. Once I get Democracy trade between my cities in Neutral land and cities in my heartland shall give me huge rewards. I can switch to Democracy a lot sooner if I do not engage in a war.

What would you do?
 
Leo's is wonderful for ship chains. When you have ships in place that could be upgraded, take Leo.
If you're not in a position to make a ship chain soon, and can trade for Democracy in 7 turns, do that and get that ship chain started. Otherwise (or afterward), take their capital (plunder Democracy), make peace, and buy the rest of their cities later.
In any case, the financial side of conquering the Vikings should be easily managed within a few turns of initiating Operation Robust Trade.
 
I'd personnally wait for more growth. Maybe try to get someone to research Leadership and trade? Or go for Leadership yourself to end it quicker? I haven't seen the game and am not participating in this GOTM, but from what I know, my gut tells me to wait at least until you're done celebrating in Demo so that you keep up with Romans and Zulus.

That is assuming you want to keep the Greeks/Persians/Spanish alone to help with trade from the Neutral islands.
 
+0340 Decision: Conditional war. Prepare for war. Scrap the plan if Vikings acquire Feudalism or Gunpowder.

+0360 Barracks built in Nishapur.
+0380 Power jumped to Moderate lowering tech cost.
+0440 Vikings develop University and start working on Republic! Khanbalyk founded on the Y in Neutral land with access to spice.
+0460 Leadership -> University. Vikings are Receptive, not working on any wonders, and yet unwilling to do tech exchange?! Gold to Zulu Bapedi for 300. T7L1S2.
+0480 Literacy, Philosophy -> Zulu -> no peace, they want me to betray my Spanish allies.
+0500 Zulu -> maps. Pottery -> Viking -> Cordial.

Status at +500
Population: 1.1M; Cities: 11; Techs: 32; Government: Monarchy
Gold: 444; Cost: 8; Trade routes: 2D9F;
Wonders: Lighthouse, Marco, Michelangelo, Copernicus
Units: 3 Settlers, 8 defenders, 1 Knight, 1 Dragoon, 5 Trireme, 1Diplomat, 7 Caravans
Footprint: 2 cities in Mongolia, 2 in Spain, 2 in Zululand, 1 in Italy, 4 in Neutral land.
Notes: Since 460 I have refrained from bribing former Spanish city of Cordoba away from Zulu to keep peace with them. They have become Supreme and are actively engaged with warfare. They are working on Leadership. I need to concentrate on Vikings. I am about to lose Magellan to Zulu. Fortunately it is not going to be in their capital. So this one can be bribed away.
Goals: Attacking Viking capital with 3 vet Dragoons, 1 Knight, and 1 diplomat. Continuation of expansion in others islands of the neutral land (2 recently produced settlers shall depart from southern tip of neutral land after making one road each). More ships.

Roman: 12 cities, 35 techs; Pyramids, King Richards; War with Zulu, allied with me
Zulu: 15 cities, 28 techs; Hanging Gardens, Great Wall; War with Romans, Vikings, Spanish
Viking: 9 cities, 29 techs; Colossus, Leo, Liberty; War with Zulu, Spanish, and Persians
Spanish: 5 cities, 33 techs; Great Library, Sun Tzu; War with Zulu, Vikings, and Persians, allied with me
Persian: 3 cities, 29 techs; War with Vikings, Spanish, Greeks, allied with me
Greek: 2 cities, 23 techs; War with Persians, allied with me

+0520 Zulu build Magellan. Zulu steal Invention from Tabriz. I am lucky they did not bribe the city away. They have more gold than anyone in the game. Vikings back to receptive and still not interested in tech exchange. Copper to Zulu Bapedi for 144.
+0540 Barbarian Legion lands near Kabul. Romans build Shakespeare. Romans develop University. Vikings start war with Romans and end war with Zulu and Persians. Leadership -> Spanish (2) -> University. T2L1S7
+0560 Barbarian Legion kills a settler. -> Metallurgy. Barbarian Legion bribed for 82g by rushed diplomat.
+0600 Metallurgy -> Medicine. Leadership -> Roman (5) -> Medicine, maps.
+0620 -> Chemistry.
+0640 Zulu steal Monotheism from Basra and fortify an elephant next to it. They also send a catapult towards Kashgar. Vikings and Zulu start fighting again. Lacking a peace treaty, I demand tribute and Zulu declare war. Musketeer kills Zulu elephant and turns vet. Dragoon kills Zulu catapult. Demanding tribute from Vikings causes a war declaration as well. Single archer defending Trondheim easily killed by my vet Dragoon (this is Deity?) and the city taken for Leo, 127g, Democracy, and marketplace. Having troops left over, single Phalanx defender of The Udal is killed and the city taken for 64g and Horseback riding.
+0660 Vikings have switched to fundy and I just found out that their capital moved to Kaupang longtime ago. I also just noticed that both the newly captured Viking cities produced shields this turn. Shouldn't they have been in disorder upon capture as cities usually are?
+0680 Tabriz Musketeer survives two Zulu Knights and turns vet. Viking Knight and Zulu catapult killed. 2 archers defending Kaupang killed rendering the city defenseless.
+0700 Zulu land 2 Knights in Neutral land and kill a settler. Vikings approach Nishapur and not finding a landing spot back up; thank you food caravan! Kaupang captured for Colossus, 74g, Masonry, and Marketplace. Gems to Romans for 420. Zulu knight in Zululand killed. One of the two Zulu knights in Neutral land bribed for 246, the other killed. Khorasan founded on the Y in Neutral land. Viking Viborg bribed for 428. Got 93g, one explorer, and 6 soldiers!
+0720 Chemistry -> Conscription. Agreed to a Viking cease fire to save my dragoon from a Viking catapult. Power jumps to Strong. Engineering, Leadership, Democracy, University -> Persian (1) -> Physics. Finally, I have more techs than Romans. Fortunately, they are still stronger than me. Roman (5) -> 50g. Broke Viking cease fire and killed their catapult and two defenders of Hladir, losing a musketeer in the process. T7L1S2
+0740 Final Phalanx defending Hladir killed and the city taken for 178g, marketplace, and aqueduct. 2 Zulu units killed. 4 barbarian Knights from the hut on 4 isle Neutral island. Physics -> Roman (5) -> Economics, 50g. Zulu Cordoba liberated for 660g. Got 63g and a musketeer.
+0760 Barbarians kill my settler. Democracy -> Roman (5) -> Sanitation, 50g.
+0780 Musketeer survives Viking knight. 2 defenders killed and Viking Roskilde captured for Statue of Liberty, 168g and Republic. Urumiyeh founded at the northern tip of Italy's southern island. Revolution started. T3L6S1
+0800 Dragoon survives Viking chariot. Fundamentalism established. T3L6S1. Barbarian leader captured for 100g. Kazan founded on the 8-isle Neutral island.
+0820 Vikings switch to Democracy! Greeks land near Trondheim. They are my allies, but not very happy with me. I give them several techs to make them worshipful. 2 Viking units killed. Domestic Coal for 212. T5L4S1
+0840 Accepted Zulu offer of cease fire to concentrate on Vikings. Vikings kill a Dragoon. Viking Aarhus taken for 170g and marketplace. Roman (6) -> 100g.
+0860 Musketeer survives Viking knight and turns vet. Persians reach peace with Spanish and Greek. Single Phalanx defending Viking Lindholm killed and the city taken for 223g and Marketplace. Roman -> 100g
+0880 Accepted Viking offer of 300g for cease fire. Accepted Zulu offer of peace. Roman -> 100g
+0920 Quinsay founded in Zululand, Jorvik in southern Viking island.
+0940 Spanish build Adam Smith. I ask Zulu to remove their troops and they comply. Roman -> 100g. With Vikings down to 1 city and Zulu being as militarily advanced as I, it is time to switch to Democracy. Revolution started.
+0960 Bach built. Vikings and Zulu ignore my demand for tribute. 25g from hut. Democracy established. T0L4S6
+0980 Spanish Toledo subverted for 2x392g. Got Adam Smith, 163g, Conscription, 2 units, and 2 structures. Conscription -> Roman (6) -> Steam Engine, 100g.
+1000 -> Tactics. Domestic Silver for 40. Ardabil founded on eastern isle of southern Italy. T2L4S4.

Status at +1000
Population: 3.6M; Cities: 27; Techs: 45; Government: Democracy
Gold: 30; Cost: 4; Trade routes: 10D9F;
Ancient Wonders: Lighthouse, Colossus
Medieval Wonders: Marco, Michelangelo, Copernicus
Industrial Wonders: Leo, Liberty, Bach, Adam Smith
Units: 3 Settlers, 21 Riflemen, 9 Dragoons, 2 Cannons, 7 Caravel, 4 Diplomats, 17 Caravans, 1 Explorer
Footprint: 2 cities in Mongolia, 4 in Spain, 9 in Scandinavia, 3 in Zululand, 3 in Italy, 6 in Neutral land.
Goals: Bribing or capturing Zulu Ulundi for Magellan (currently asking for 1888). Continuation of expansion in Scandinavia and neutral land. More ships and more trade.

Roman: 15 cities, 43 techs; Pyramids, King Richards, Shakespeare; War with Zulu and Vikings, allied with me
Zulu: 14 cities, 32 techs; Hanging Gardens, Great Wall, Magellan; War with Romans, Vikings, Spanish
Viking: 1 cities, 30 techs; War with Romans and Zulu
Spanish: 5 cities, 44 techs; Great Library, Sun Tzu; War with Zulu and Greeks, allied with me
Persian: 3 cities, 42 techs; Allied with me
Greek: 2 cities, 27 techs; War with Spanish, allied with me
 
Status at 1000

Obviously off the pace.

Population: 33 (1,810,000); Cities: 4; Trade routes: 2D1F; Government: Republic
Gold: 1143; Cost per turn: 24; Total advances: 29; Mfg: 30; GNP 128;
Wonders: Marco Polo, Copernicus, Magellan Others = 13 plus 3 building.
Units: 1 Warrior, 2 Phalanx, 3 Musketeers, 1 Caravel, 1 Galleon, 2 Ironclad, 3 dip, 1 caravan.
T3L2S5. Discoveries every 9 turns. Moderate and Excellent.

Romans: (5), Enraged, War, 42 techs, 17 cities
Zulus: (6) Enraged, War, 40 techs, 18 cities
Vikings: (4) Hostile, Peace, 34 techs, 9 cities
Spanish: (1) Enthusiastic, Peace, 37 techs, 5 cities
Persians: (2) Enthusiastic, Allied, 34 techs, 3 cities
Carthage: (0) Cordial, Peace, 29 techs, 1 city
 
Back
Top Bottom