GOTM 142 Russia - Final Spoiler - Game Over

Più Freddo

From space, earth is blue
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Jan 26, 2005
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This is the thread where you tell us how you did - win, lose or retire.

Only read or post in this thread when your game is ended and successfully submitted.
 
OK, I'm playing fast these days because I'm getting ready for a continental move related to going on a sabbatical from my current teaching position. As time is running out....

I actually got into a bit of a pickle at the end because apparently even though I am a math teacher I forgot how to count and figure out what "majority" means. Go figure. Our opponents were Americans, Spanish, French, English, Zulu, and China. Including ourselves that makes 7. To win the UN then you would need 4 votes. So I reminded myself to eliminate opponents in pairs to keep getting a majority simple. In a related concept, to quickly get the research time down as close to 4 turns as possible, I decided to take out the French, Spanish and Americans, and resettle their lands with research villages, as they were closest to me on the western side of the great jungle. I remember thinking that someone on the other side would get taken out leaving just 3 of us. I'd prebuild the UN, declare war on the competition and gift/trade whatever I needed for MMP/Alliance and 2-1 I'd win. I had the hardest time keeping trades involving lux going. For the longest time I trade my lux for got only to see the trade broke by someone or barb ships I think. I really thought I would have trouble getting MMP/alliances at game's end.

Naturally once the French, Spanish and Americans were done I was busy expanding and fighting off the occasional declaration of war the AI is so prone to
that I didn't even think about the fact that China, Zulu and the English were all busy surviving each other. I totally forgot about getting in an odd number of players. T O T A L L Y F O R G O T!

So much so that when England sneak attacked, I decided to reduce them to 0CC in order to keep their vote on the table...and long story short I did.

In my game Persia was 2nd followed by Zulu. Naturally near the end of the game ....Zulu sneak attacked me and I can't remember if England was in on it or not. I panicked realizing that China+Zulu+England > Russia. I quickly fought off Zulu into a peace treaty, eliminated the 0CC English and declared war on China. I sent a massive bribe to Zulu to get them to declare on Persia with me....and 2-1 I was elected.

quick info at game end:

94 cities
86 tiles away from domination limit
1127 beakers per turn

Another fun game, pushing me for UN victory. Thanks to all the planners and forum workers who make it possible.
Game status: Diplomatic Victory for Russia
Game date: 1375 AD
Firaxis score: 4965
Jason score: 9412
 
Just results for now:

Win: 1290
Firaxis: 5117
Jason: 9762

Could be 6 turn quicker because I got...fission as free tech. :rolleyes:

I do 1 reload because after clicking 25 or 30 workers with my nervous finger the last click was on a unit witch destroyed a mountain mine. Not nice. :hammer2:
 
In my game, I expected the election to be between China and Russia, as China was #2 in points race. So I counted on #3 point race France to vote in my favor. I now suppose it is territory, not points that determine the second nominated leader. And by the way, I recall in my distant past playing a game where there were three nominees! In any event, I had to await a second vote while I eliminated China.
 
After taking out Spain for more territory and the Americans because they were annoying, my game progressed largely peaceful. I was able to mostly keep the 4T research pace from around the later half of the middle ages thanks to generous GPT income from sold technologies.

The Zulu had demands once or twice which I gave in to, later on this lead to two short wars. I did not retaliate because they were a close second before China, and I wanted to keep them as losing party for the UN vote. My FP was very much delayed because I used my first ML from the campaign against Spain for an army, and did not get another leader until the first Zulu war.

Could have been done 10 turns or so earlier, I went for two optional techs which I should have skipped, and left some room on the UN prebuild in case I didn't get Fission as my free tech.

Game status: Diplomatic Victory for Russia
Game date: 1350 AD
Firaxis score: 4559
Jason score: 8881
 
i am still unable to submit the game, even though i can reach the site well now. finally got the game finished, winning a diplo Victory in 970ad.

much did not work out for me in this game. not being too lucky militarily was only the smallest Problem. i could start the GA only with Cope´s, which is no good Point of time. from somewhen in the MA until the end i could however maintain 4-turn Research. got useful techs in MA and IA, but not on the Modern Age... even though i would have had a prebuild ready for the very turn plus another one for 4 turns later.

the GA lasted from 190ad to 410ad. i decided for the set-up of the second core in former French lands, because Setting it up in the jungle or the very south would have taken way too Long. but only in 310ad i finally got that MGL there to rush the FP... quite regularly i fail to have a really good planning for that in PTW.

i conquered England also and also took the western part of the Chinese/Zulu lands so to get their luxes for myself. otherwise kept those two around for the vote.

however, this turned out as a catastrophe. in 850ad, everything was prepared for the win next turn. i had declared on Zulu who was kept 2nd in Population all the time, allied China and had already been gifting China virtually anything possible. but then they abstained!!!!! i had to click a few more times to get another vote and then they voted for me. WTH!!!!!

this destroyed the game of course, leaving me with what feels like a very very mediocre date.

t_x
 
The MA went as planned. Took down America, then Spain (Pyramids), then England, then Zimbabwe. France and China were left untouched, as one of the two had to be my good buddy for winning the UN vote.

I also completed the Colossus brick by brick, without any real competition, in the early MA.

Got 3 leaders overall. The first one emerged during the English campaign, and was used to rush the Great Library in 170 AD and start my golden age. The second one was used for Sun Tzu. With the 3rd, and final one, i moved my capital in the middle of Zimbabwean lands, building a RCP 6, and this led to a sudden and dramatic power-up. I also left what remained of Zimbabwe to live a little bit longer, because when i got the 3rd leader i wasn't ready to move the capital yet, and i wanted to fish another leader with all-elite attacks against the two surviving Zimbabwean cities. However, the 4th leader never came.

With the fall of Zimbabwe in 470 AD the military operations were over, and all it was left was to optimize the empire and keep good relations with the two surviving AS. France always remained friendly, but China tried to sneak-attack two times regardless of the big amount of luxuries i was donating them.

A notable part of my game was research. I actually learned something about it, or, to be more precise, had a a confirmation of what i was already suspecting. In short, Invention and Gunpowder are almost sure picks for the AS, but Engineering isn't exactly at the top of their priorities when it's time to select a new tech to research. Moreover, the AS doesn't plan ahead at all: they merely choose the next tech among the ones available with an internal weighting algorithm.

What follows is that, if you're going for fast research, in the right conditions it may be worth to go for Invention and Gunpowder because the AS are busy researching the upper branch instead of the usual lower one. However, as soon as the AS gains knowledge of the prerequisite tech and has to select the next one, it will immediately returns into the beaten path.

My game had the right conditions: with Monotheism known and Engineering unknown, the AS went for Theology, Education and Astronomy. However i didn't take full advantage of this situation, because i didn't realize it in full until later and my top priority wasn't fast research, but fast optimization. Therefore, i went for Feudalism (maces), Chivalry (knights), Engineering (obvious), then dropped the research rate while going for Music Theory, Banking and two more optional techs while the AS researched Invention and Gunpowder as well. From there on, i raised the bar again and kept a 4-turns pace until the Modern Ages.

In the IA i got a very useful Steam Power as a free pick. From there, i researched Medicine, Sanitation, Electricity, Rep Parts, Scientific Method and then up to Combustion, while the AS were busy researching Democracy, Nationalism and Military Tradition. From there on, i donated the AS to parity and proceeded for Atomic Theory, Electronics and Radio. The gamble paid off as France was so nice to research Mass Production for me :D This opens up a possible alternative route in IA research, but only if the AS have at least a decent research potential.

Also worth exploring is the idea of NOT giving Electricity to the AS, as it doesn't seem too high in their priority list, in an attempt to have them research Industrialization and Corporation, but i'll leave it to a possible future game.

---

Back to the game, the more interesting part was the very end. In short, i put myself at high risk of screwing up the game completely. As i was about to complete the UN, China had a substantial lead over France, and this was exactly what i wanted to achieve as France had been a good friend for the entire game, while relations with China had been troublesome at least.

I singed up RoP with France, then went to declare on China... but i couldnt! The reason why were renewed peace deals, that i signed up in order to not be harassed again by China. Alas, to the end of the IA i forgot to *not* renew it again, and by that time i couldn't use the standard strategy of declaring on the rival and signing up the buddy to secure the UN vote!

As France was in MPP with China, the vote was at high risk of be in favour of China, so i had to call off the election. At the 2nd call, there was still one turn before expiration, so i still couldn't declare, and once again i had to call off.

As the peace deal finally expire, i sign MPP with France and prepare. But the very next turn China tries to sneak-attack again and war begins. France promptly join in. It seems over, at least.

Unless, it wasn't. The RoP still in place with France played against me. France showed up to be clearly superior and soon enough French cavalry and tanks appeared on the front. China was badly beaten, and the rapid growing war weariness combined with the sudden lack of luxuries caused their population to drop turn after turn. Sensing what was going on, i cancelled the RoP with France as soon as possible, but it was too late: by the 3rd call, Chinese population had just dropped below France, and the vote was between me and France, with China abstaining. Result: vote inconclusive, no majority found.

Now i had to completely turn the table: France as enemy, China as buddy. Which i did. But it takes a while to restore the attitude of an AS after a war. Too much for the 4th call, that i had once again to call off.

By the 5th call, finally, i had all in place: France at war and in a clear lead, China as ally and with a good attitude. As expected, China votes for me and i manage to win the most difficult Diplomatic game of my gaming history.

The end result is a Diplomatic win in 1465 AD, with 6654 Firaxis and 11650 Jasons. The poor end date was compensated by the great optimizing work on my empire, and so the final score didn't suffer much.
 
i had considered the second core in English or Zulu/Chinese lands as well. however, i felt (and still feel) that it would take considerably longer to conquer and set up these lands, postponing the finish date considerably. so i went with the close but rather limited lands of France instead. in hindsight, i feel this was one of the better decisions i made in my game.

while building up the 2nd core, i managed to get my first MGL in the then already English campaign. one coincidence played out very close only: i took the French capital with GLib in it only 1 turn before completing Copes to trigger my GA (i did not mind and did not expect this, as the next science wonder was just about to be built, and even considered delaying the GA but decided against as it came already so late).

my first MGL came quite late, but still could rush the FP in the new built FP town in France so that the many new towns there would still benefit from the GA to some extent.

my only other MGL was used for the Iron Works which could be built in a first ring city next to the FP in former French lands. this made one decent shield producing town altogether. i did not bother to optimize on shields otherwise, as there is no real use for them in a UN game... the first UN prebuild practically started at the beginning of the MA (and needed adjustment only by one turn close before finishing).

by the end, all of my empire was optimized for food and commerce, and most of it still even for shields. all the buildings were in the maxed out towns, the last turns there was no more MM to be done...

t_x
 
Diplomatic win is not my favorite.;)

Therefore I tried to do it the "regular" way, that means: keep two AI alive (England & USA with just one town), support the Chinese against the Zulu, give all of my friends a few gpt and in the end declare war to Zulu allied with all the others.

That was no problem. :smug:
 
however, this turned out as a catastrophe. in 850ad, everything was prepared for the win next turn. i had declared on Zulu who was kept 2nd in Population all the time, allied China and had already been gifting China virtually anything possible. but then they abstained!

I can't say how happy this makes me. Don't get me wrong, it's not because of your disappointment, but because exactly the same happened to me in 820 AD. I just don't get it with the Diplomatic victory condition, but at least I'm not alone. I submitted incomplete. The game is just so boring at this stage.

GA in the early IA through the construction of NU. Second core in France, 370 AD, 1st leader, where Orleans in the centre built Iron Works in 420 AD, 2nd & last leader. Quite spectacular in the Capital, over 100 spt after GA. Gifted AI Engineering and researched through to Banking at 5 turns per tech. From then on 4 tpt was easy peasy. The method Tricky suggests sounds better: I got only Feudalism back, not even Invention. Luckily got Fission as Bonus, had two prebuilds running for 810 (initially) and 850. Prolly would have needed 5 turns for Fission, not quite 1867 bpt at end.

I was often quite tired: The 810 prebuild I put in Moscow, so it would have matured before the construction of Theory of Evolution. I had to change it to 820.

Interesting map with all the commercial boni around the capital. Needed a lot of development. I had a Worker factory running in the first core for a very, very long time. But that city wasn't needed for research, see above.
 
Chivalry [...] Music Theory [...] and two more optional techs while the AS researched Invention and Gunpowder

I don't quite see the point in this. I could trade for Chivalry and Music Theory. I got Knights when I needed them and built Bach's Cathedral for happiness. So net you spent 8 tpt on two cheap techs...?
 
what a pity you submitted incomplete! :( my empire was practically "perfect" at that time, so i simply clicked through those turns. i was very frustrated, just like you, and for sure would have given in if another indecisive vote would have taken place. but maybe China would have changed the mind in your favour as well... it is so strange that we had practically the same game!
t_x
 
btw, i think i had at least TWO worker factories running. however, i moved them farther outwards all the time, as i usually do, freeing core towns for Research and growth. there was a huge Need for workers... and by the end everything was maxed out and optimized.
t_x
 
I never cleared enough Jungle in what had been England. Some core cities at distance 5 from the FP were still working a few unprepared Jungle tiles.
 
Turns=tiles? Then i understand. ;) i got rid of all of that jungle there, up to i believe in the third ring...
 
Well now that I've slept over my unfortunate victory and have sort of gotten over it, I'll write about how that happened. My UN prebuild was due in a couple of turns when I hit domination. I had known that I was close to the limit and I had even sold of culture buildings in some of the cities that were about to expand but then the power went off. Then the next day, when I fired the game up, I simply loaded the autosave and hit enter.[emoji31] The towns expanded and I got the dom victory. [emoji30]
 
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