GOTM 143 Spoiler

In which our Incan civ becomes a democracy in the same turn as Ali's does.

Yes, despite the lead from my early good fortune with huts I seem to have gone a more roundabout route to democracy with its important corruption reduction. Getting benefit from that tech as early as possible may well be a trick I missed.
Interesting observation. At +1 you were 4 techs ahead of me and at +500 (shortly after Democracy for both of us) you were ahead by 5. Certainly one contributing factor is that I always give very high priority to switching to Democracy. (By way of contrast, I often put off Republic.) In this game when I finally got to research it, I went through a significant effort to achieve it in time for the coming oedo year (science to 80% and switched 3 marketplace productions to libraries to make it happen). But perhaps another contributing factor is our spread at the time. I am confined to Americas; you have 4 cities in Europe. This requires more ships, more units, and more wars. All of those make switching to Democracy more difficult.
Another thought on the same lines comes from seeing Ali buildng KRC (King Richard's Crusade). No alternative offered worthwhile benefit. My inclination in that situation is rather than make something of only moderate benefit, to make something that will be useful in the future, say Leonardo. Even if it is of no value immediately.
Putting resources to good use pays off big time just as building cities earlier does. In fact I am disappointed at myself for not building King Richard's earlier. I was just accumulating vans near my heartland (my first 3 cities) when in 380 I realized I have 9 vans with Astronomy 2 turns away, and Leo and Shakespeare not being able to provide any near term benefits. I could have built it a few turns earlier and that would have meant 1-2 extra caravans.
60- Trireme and cargo sunk off Greenland.
What happened there? That is a significant loss.
 
What happened there? That is a significant loss.
A barbarian trireme got it.

I do occasionally lose a trireme at sea. Not usually because I take the chance, but because I move it one space, go and do something else, then when I come back forget it has only two spaces left.
 
More classic middle game turns of vans + science city giving a tech every turn or two, plus starting new cities.

720- Chinese develop Bridge Building, and start KRC.
Chinese get Navigation from Russians, for Republic (what do Russians want with that?)
2 Barb landings (Panama and Cuxi.)
Discover Physics -> Chivalry.
Quito=23.
Found Lisbon, StLouis.
740- Discover Chivalry -> Magnetism. No more 20pt builds.
Quito=24.
760- Van, Huanuco Pampa - Lisbon, Hides, for 156g.
Van, Amsterdam-Tomebamba, Dye, for 116g.
Found Galapagos, Houston.
780- Egyptians develop Engineering. Indians develop Currency. Japanese develop Currency.
Discover Magnetism -> Leadership. Caravels become Galleons.
Van Dorchester-Pumpu, Copper, for 94g.
Van Juaja-Nantes, Silk, for 141g.
Land in Germany, meet Russians, Senate agrees peace. Found Brandenburg.
800- Discover Leadership -> Electricity.
Quito=25.
Van, Limatambo-Lisbon, Spice, for 138g.
Van, Chucuito-Edinburgh, Gold, for 336g.
Van, Tomebamba-Chan Chan, Beads, for 88g.
Found Roanoke, Liberia.

820- Chinese/Greek peace.
Discover Electricity -> Tactics. GL expired.
Van, Inkawasi-Quito, Silk, for 429g.
Van, Ozcollo-Edinburgh, Silver, for 182g.
Van, Pumpu-Edinburgh, Coal, for 182g.
Found Canaries.
840- Discover Tactics -> Refrigeration. Dragoons become Cavalry.
Van, Quito-Athens(Greek), Dye, for 780g
Found StPaul.
860- Discover Refrigeration -> Atomic Theory.
Found Apachita.
Van, Lurin-Athens(Greek), Silver, for 385g.
Van, Huanuco Pampa -Cuxi, Hides, for 126g.
880- Greeks develop Chivalry.
Discover Atomic Theory -> Steam Engine.
Van, Acari-Cuxi, Gold, for 84g.
Van, Edinburgh-Ayaviri, Dye, for 318g.
Found Apu-Illapu.
900- Discover Steam Engine -> Railroad.
Inc lux to 30% for a tiny burst of population growth before HG obsolete. Science to 0%.
Found Ekkekko.
Van, Catequil-Thebes(Egyptian), Coal, for 375g.
Van, Panama-Heliopolis(Greek), Spice, for 522g.

920-
940- Quito builds supermarket. Quito=26.
Found Epuna.
960- Indian/Chinese peace.
Quito builds Adam Smith.
Discover Railroad -> Industrialization. Cancel Hanging Gardens.
Give Railroad and swap maps: Indians(1), Greeks(3), Egyptians(2), Chinese(5).
Lux back down to 20%.
City sizes: Quito(27), Vilcashuaman(16), Pucara(15), Huanuco Pampa(12), Chucuito(11), Limatambo(11), Edinburgh(9), are the 7 with aqueducts.
Van, Ancon-Edinburgh, Coal, for 110g.
Van, Lurin-Brandenburg, Cloth, for 114g.
Van, Yaku-Branednburg, Silk, for 68g.
980- Indians start KRC.
Discover Industrialization -> Amphibious Warfare. Galleons become Transports.
Van, Ayaviri-Quito, Coal, for 125g.
Van, Raqchi-Cuxi, Dye, for 50g.
Van, Machu Picchu-Elephantine(Egyptian), Silk, for 200g.
Van, Nashville-Tbilisi(Russian), Dye, for 107g.
Lux to 40%, for Quito growth (should not have moved it last turn, but would not have got tech.).
1000- Chinese switch from KRD to Darwin.
Discover Amphibious Warfare, just -> Corporation.

Discovery cost is 1960 (we have 55 techs, Indians have 34.)
With zero stored tech arrows it seems opportune to rush Darwin in a recently founded city, e.g. Galapagos!
So disband dip there and RB 1540g.

Stats.

Cities: 53. Pop: 14.65m.
Techs: 55. Cost: 49 (Adam Smith).
40 engineers, 1 alpine, 27 riflemen, 12 cavalry, 11 transport, 9 dips, 28 vans.
Wonders: HG, Colossus / MPE, Michaelangelo, Copernicus, Magellan, Shakespeare /
Leo, Bach, Newton, Smith.

Russians: (4) Uncoop, Peace. 537g. 9 cities, 25 techs. LH.
Japanese: (0) Enraged, War. 400g. 2 cities. 16 techs.
us - Incas 2097g. 53 cities, 55 techs.
Egyptians: (2) Enthusiastic, Peace. 282g. 4 cities, 34 techs. Pyramids.
Chinese: (5) Enthusiastic, Peace. 300g. 12 cities, 30 techs. GW. (working on Darwin)
Greeks: (3) Enthusiastic, Peace. 1002g. 4 cities, 36 techs. GL.
Indians: (1) Enthusiastic, Peace. 453g. 4 cities, 34 techs. (working on KRC)
 
A barbarian trireme got it.
That, getting attacked by a barbarian ship which just appeared, is by far the most unpredictable and unpreventable luck factor in the game. Everything else (huts, battles, barbarian landings) is to some degree manageable.
I do occasionally lose a trireme at sea. Not usually because I take the chance, but because I move it one space, go and do something else, then when I come back forget it has only two spaces left.
If you forget, it is legit to go back to last save. For that matter, anything you intended to do (not should haves, could haves, ...) and forgot is a legit reason to redo.
 
Here is the log for the next 2 segments for the game.
I finally built MPE in -325. My second wonder was LightHouse. I chose not to do much domestic trading and concentrated on foreign trade.
Only 5 foreign trade were actually made, mainly due to the length of time it takes for Triremes to sail. Navigation in +480 and Leo's (coming in +540) will help alleviate this problem.
I was also building my road network during this time frame, so city building took a back seat (proably a mistake, but something I always struggle with).
Although I still had few explorers out, I was able to encounter 14 huts during these segments. I think I had very good luck.
Seafaring, Nomads, Nomads, Nomads, Legion, 2 Barb Horse, Nomads, Nomads, 50, 25, Legion, 25, Nomads, Nomads
So half of the huts gave me Nomads (including 2 on the same turn in +160). 5 of these nomads turned into cities, the other 2 came too late to become cities before the end of the segment.

-475 Chucuito builds first food van
-450 Cusibamba founded (in Galapagos islands), Tumbes founded
-425 Jauja settler, Quito food, Tomebamba founded
-400 Masonry -> Mysticism, Chan Chan food, Cuzco Food, Japanese spotted near Huanuco Pampa, contact Japanese Peace no maps (I am supreme)
-350 Pumpa settler, 4 food to Quito
-325 Acari food, Quito builds MPE, Contact Russian(1), Give Map Making, Peace, trade Pottery for Mysticism, Give Monarchy and Polytheism, exchange maps, Contact Japanese (2), give them HBR, Peace(?), Pucara founded
-300 Start Philosophy (336), Tambo Colorado settler
-225 Greeks capture Kiev (get Pottery), Vilca Food, Chucuito Food, Machu Picchu founded
-200 Philosophy -> Monotheism -> Republic, Cuzco Salt, Pisac founded, Contact Greeks (4), Give Philosophy, Peace Trade Monarchy for Math and Currency for Wheel, exchange maps, Contact Chinese (3) Trade Trade for Republic, Give Philosophy, Peace, echanges maps
-175 Egypt develops Trade, Japan Myst, Start Astronomy, Ayaviri Food, Chan Chan Food (discord)
-150 Russian Gov't ovetthrown, Pumpa Settler, Chan Chan order restored, Contact Egyptians (5) Give Republic, Peace, Trade Philosophy for Construction, Give Wheel, exchange maps, Contact Indians (0), Give Contsruction, Peace, Give CB, exchange maps, Contact Japanese, Trade Construction for Iron Working, exchange maps
-125 Russian Monarchy established, Cajamarca Settler, Cuzco Food, Hut -> Seafaring (792), 4 vans to Cuzco
-100 Greeks capture St.Pete, Russians destroyed, Romans enter the game, 14 techs but no cities, Cuzco builds LH
-75 Tambo Colorado settler, Quito Dye, Limatambo founded (in Barbados)
-50 Huanuco Pampa settler
-25 Athens builds HG, Greeks establish Monarchy
+1 Egyptians gov't overthrown, Chinese develop Construction, Contact Romans (0), Give BW, Monarchy, MM and Seafaring, Peace, exchange maps (in Australia, Rome is already size 3, I can see 1 settler and 2 crusaders)

stats at +1:
pop.: .85M; cities: 19; techs: 23, gov: Monarchy, gold: 77; trade routes: 0D0F; cost/turn:0
units: 8 Settlers, 30 Warriors, 2 Legion, 1 Chariot, 3 Trireme, 4 Caravans
wonders: LH, MPE
Footprint: 17 cities in Americas, 1 in Barbados, 1 in Galapagos

Russians: Destroyed by Greeks
Romans: 1 city, 3 gold, 19 tech, Despotism
Japanese: 4 cities, 475 gold, 12 tech, Republic
Egyptians: 8 cities, 554 gold, 18 tech, Republic, at war with Chinese and Indians, Pyramids
Chinese: 6 cities, 219 gold, 16 tech, Despotism, at war with Egyptians
Greeks: 8 cities, 434 gold, 16 tech, Monarchy, HG
Indians: 1 city, 136 gold, 6 tech, Despotism, at war with Egyptians

+20 Egyptian Republic established, Raqchi founded
+40 Roman gov't overthrown
+60 Egyptians develop Banking, Romans establish Republc, Tomebamba settler, Acari Spice, Chucuito Copper, Hut -> Nomad
+80 Cotopachi founded
+120 Greeks develop Astronomy, Give Greeks Construction, trade Republic for Astronomy, REVOLUTION
+140 Republic Established, Ica founded
+160 Start Medicine, Medicine -> Bridge Building (858), Hut -> Nomad, Hut -> Nomad
+180 Inkawasi founded, Quito Dye to Thebes for 572 (first delivery)
+200 Hut -> Legion
+220 Pay Greeks 50, Give them Seafaring, Hut -> 2 Barb Horse
+240 Hut -> Nomad
+260 Egyptians develop Math, Thebes builds GL, Bridge Building -> Engineering (945), Hut -> Nomad, Cuzco Salt to Sparta for 368
+280 Chucuito Copper to Thebes for 520, 8 food vans to ChanCham
+300 Greeks establish Republic, Barbs near Raqchi (Argentina), Engineering -> Invention, ChanChan builds Mike's, Hut -> 50
+320 Lurin founded (Libya), Bribe Barb Horse
+360 Kill Barb Archer+Leader (stacked)
+380 Kill Barb Archer+Leader (stacked), Hut -> 25, Hut -> Legion
+400 Bribe Barb Horse, Acari Spice to Corinth for 648
+420 Invention -> Navigation (1015), ChanChan Beads to Corinth 288, Give Egyptians Seafaring, Give Republic, Poly*, Phil, IW*, Writing, Wheel, Seaf, Myst*, Math, Monarchy, Eng*, BB, Astro* to Indians (*techs go to Egyptians (GL)). Tech cost is 870
+440 Kill Barb Horse, Hut -> 25
+460 Kill Barb Horse+Leader(Stacked), Hut -> Nomad, 4 food vans to Cuzco
+480 Romans develop University, Nav -> Physics (900), Cuzco builds Colossus, 5 food and 1 Beads vans to Cuzco, Tarma Tambo founded (Canary Islands)
+500 Greeks almost done with Copes, Cuzco builds Copes (Greeks switch to GW), Hut -> Nomads

stats at +500:
pop.: 2.48M; cities: 25; techs: 29, gov: Republic, gold: 371; trade routes: 0D5F; cost/turn:0
units: 14 Settlers, 15 Warriors, 2 Legion, 2 Horsemen, 1 Chariot, 1 Crusaders, 5 Trireme, 1 Diplomat, 16 Caravans
wonders: Colossus, LH, MPE, Mike's, Copes'
Footprint: 21 cities in Americas, 1 in Barbados, 1 in Galapagos, 1 in Africa, 1 In Canary Islands

Russians: Destroyed by Greeks
Romans: 2 city, 22 gold, 21 tech, Republic
Japanese: 5 cities, 621 gold, 15 tech, Republic, at war with Chinese
Egyptians: 9 cities, 294 gold, 27 tech, Republic, Pyramids and GL
Chinese: 6 cities, 250 gold, 17 tech, Despotism, at war with Japanese
Greeks: 9 cities, 852 gold, 21 tech, Republic, HG
Indians: 1 city, 137 gold, 20 tech, Despotism
 
I was able to encounter 14 huts during these segments. I think I had very good luck.
Seafaring (792), Nomads, Nomads, Nomads, Legion, 2 Barb Horse, Nomads, Nomads, 50, 25, Legion, 25, Nomads, Nomads
So half of the huts gave me Nomads. 5 of these nomads turned into cities, the other 2 came too late to become cities before the end of the segment.
And you merely "think" you had very good luck. This is awesome hut luck. 7 Nomads out of 14 huts! The other 7 were pretty good too: one very useful tech, 2 units, 3 gold, and only one barb.

Somehow though, with 5 cities from Nomads, I expected a higher city count at +500 for you. Were you deliberately trying to keep the city count low? At +500 you have 25 vs 31 for me and 36 for Inkerman. I have a tendency to keep my nomads for work. So far I have only used one for building a city and that was the one I got from a hut in Alaska which simply had to travel too far to become useful.
 
Somehow though, with 5 cities from Nomads, I expected a higher city count at +500 for you. Were you deliberately trying to keep the city count low? At +500 you have 25 vs 31 for me and 36 for Inkerman. I have a tendency to keep my nomads for work. So far I have only used one for building a city and that was the one I got from a hut in Alaska which simply had to travel too far to become useful.

Looking back at my log, I only built 1 settler between +20 and +500. I wasn't really trying to keep the city count low, I guess I was working on other things. Apparently I was building caravans, since I didn't build any buildings and there would have been little need for any troops. I did expand from 4 to 16 vans, delivered 5 and used 18 for Wonders (35 vans built between +20 and +500). I think my settlers were being used to build roads thru the Amazon jungle. The nomads that I got were on the periphery of the empire (a couple were in Africa, I believe), so these probably created cities after very limited terra-forming.
 
Here is something you may find interesting.

In the mid 1500s, I decided I wanted to take control of all of the Wonders. I knew I would have to go to war since three of the AI capitals had wonders. So I built the Statue of Liberty (for quick government switches) and a number of Veteran Artillery and Veteran Marines (thanks to Sun Tzu).

In +1580, after delivering a few freight under Democracy, I sacked the government and went to war. I captured the Japanese Capital with the Marines (for the only Japanese wonder) and the Egyptian Capital with the Artillery and then bribed the remaining Egyptian wonder cities. Having captured what I wanted, I signed Cease-Fires and Peace treaties with both AIs. During the end of year processing I chose Fundamentalism, since I still wanted to be at war.
+1590 was spent building roads/railroads to reach the Greeks.
+1600 I attacked the Greeks and took over Athens (the capital). The government escaped to Thermopylae (which had a wonder), so I captured it as well. Once again, the government escaped (to Corinth) which was outside of my reach (all engineers used).
+1610 I built road/railroads to Corinth and captured it. I then bribed a few extra Greek cities (including the last wonder city) and ended the turn.

I now had all the wonders and was contemplating the return to Democracy. However, in the turn processing from +1610 to +1620, the Japanese decided to steal Space Flight. I of course, couldn't let that pass, so War was back on. I killed the defenders of the remaining Japanese cities (they only had 2 cities). After I captured the 2 cities, I looked at the diplomacy window.

To my surprise, the Zulus had entered the game.

I thought respawns ended after +1500.

I subsequently finished off the Egyptians, Greeks and Chinese (who also made the mistake of stealing Space Flight). In each case, new AIs respawned. I even had a few "Zulu Civiliation destroyed by Barbarians" messages. Even in these cases, another respawn occurred.
 
I thought respawns ended after +1500.

I subsequently finished off the Egyptians, Greeks and Chinese (who also made the mistake of stealing Space Flight). In each case, new AIs respawned. I even had a few "Zulu Civiliation destroyed by Barbarians" messages. Even in these cases, another respawn occurred.

Yes despite our peaceful nature, generous gifting and plentiful trading, war was forced on our Incan civilization too post-1500. And we also saw re-spawns. But also sometimes there wasn't one.
 
If you forget, it is legit to go back to last save. For that matter, anything you intended to do (not should haves, could haves, ...) and forgot is a legit reason to redo.
This is very good to know.

Hi! I've been lurking this board for about 9 months now. During that time, I've acquired a copy of MGE and patched it for less hostile AI and functionality on a 64-bit OS. I considered joining GotM 141 (actually downloaded the save and started play), but I backed off due to my frequent "operational" mistakes of ending the turn before I intended to or moving units to the wrong squares. After seeing the above quote, I will hopefully be joining you for GotM 144.
 
Hi! I've been lurking this board for about 9 months now... After seeing the above quote, I will hopefully be joining you for GotM 144.

Hello, we'll be very pleased to have you join us.

I think those of us who are here think it is a great game to play with so many different strategies available, so much so that we would play it anyway, even given its age. It's just very nice to be able to talk about it with a few other afficianados (or fanatics, or whatever you prefer to call us.)

We do have a running theme of "what works best" from the viewpoint of either speed or GotM score, but it is fine to choose to play in a particular (less efficient) way and/or admit to not chasing the best possible outcomes because of real life time demands or mistakes - I doubt I'd be here otherwise. In many ways it helps the discussion if there's variety.

For example I once forgot it was a conquest game and played a long way in before realising that OCC was not so well-suited to the goal. I treated it as a chance for a bit of humour in the spoiler.

It may be some time until 144 gets going. I know you are not supposed to play having read a spoiler too early, but could I suggest, if you have an evening free, you might enjoy playing the first 100 turns of this one (i.e. to 1AD), keeping a log.

That is open up 1) Civ2, 2) the map editor and 3) a word processor / text editor, close the browser/facebook/twitter, and give it a go!
 
Not sure this post is of value, you could probably estimate it well from the summary "carry on with a discovery nearly every turn until Space Flight in 1500, and several wonders are also built." The log no longer notes deliveries and city foundings.

1020- Japanese land by Edo, Senate agrees ceasefire. We agree peace.
Galapagos completes Darwin's Voyage. Discover Corporation -> Communism -> Espionage.
Vans are now freight. MPE cancelled. Chinese change to Sun Tzu.
We love Chancellor cancelled in Quito=27, although extra food available.
Lux back to 20%.
Hut(Australia): riflemen.
1040- Discover Espionage -> Refining.
1060- Discover Refining -> Steel.
1080- Cuzco builds UN.
Egyptians, Greeks, Chinese and Indians are worshipful.
Lux up to 40% as several newer cities now size 3 with space to grow.
1100- Indians abandon KRC.
Discover Steel -> Combustion.
Give Physics and Conscription to Indians.
Hut(Africa): barbs - 7x knights (I thought it was safe as near to city but didn't count well!)

1120- Spy and Van lost in Africa. Russians develop Physics.
Discover Combustion -> Flight (which will obsolete our Colossus)
Give Industrialization and Steam Engine to Indians(2).
1140- Give Metallurgy to Indians(3). Update maps: Egyptians(1), Chinese(5), Greeks(2).
Engineer finds Russian infantry in Spain (but they don't have conscription, so from hut?)
1160- Discover Flight -> Machine Tools. Cancels Colossus.
1180- Quito=28, 1 pollution. Why did it get 14 happy people - a partner city growing?
1200- Chinese/Egyptian peace.
Discover Machine Tools -> Radio.
Quito=29

1220- Discover Radio -> Electronics.
Quito=30, food max. Lux back down to 20% whilst build e.g airports.
Share maps with Indians(1). Indians have 40 techs, we have 64.
Give Magnetism to Indians.
1240- Egyptians develop Industrialization.
1260- Chinese develop Industrialization, and change to Suffrage.
Discover Electronics -> Miniaturization.
1280- Indians start Suffrage. Russian/Greek war.
Discover Miniaturization -> Genetic Engineering.
Update maps, Chinese(5), Egyptians(3), Indians(2), Greeks(1).
1300- Indians get Chivalry from Greeks, for Industrialization.
Discover Genetic Engineering -> Advanced Flight.
Hut(Australia): Barb Knights.

1320- Discover Advanced Flight -> Rocketry
1340- Barbs take Madi and 13g.
Discover Rocketry -> Automobile.
1360- Russians get Gunpowder from Greeks, for Physics, and they make peace.
Discover Automobile -> Mass Production. Cancels Leonardo.
1380- Discover Mass Production -> Computers.
Huanuco Pampa builds Hoover Dam.
Hut(NewGuinea): 100g. Hut(Africa): musketeers. Hut(Africa): musketeers.
1400- Discover Computers -> Mobile Warfare.
Nowhere is there demand for Oil at the moment.

1420- Japanese develop Writing.
Discover Mobile Warfare -> Robotics.
Machu Picchu builds SETI.
1440- Discover Robotics -> Combined Arms
Bribe Madi back from barbs for 44g.
1460- Egyptians get Physics from Russians, for Industrialization. Russians start Suffrage.
Discover Combined Arms -> Recycling.
1480- Greeks develop Medicine.
Discover Recycling -> Space Flight.
Huanuco Pampa finds Cure for Cancer.
1500- Discover Space Flight -> Guerilla Warfare.
Nantes builds Statue of Liberty.

The game will enter a new phase now as other civilizations find this discovery provocative.

Have I got time for a full or even modest spaceship, or shall I just wrap things up with a conquest? We may not have known how re-spawns would be when we first decided!
 
It may be some time until 144 gets going. I know you are not supposed to play having read a spoiler too early, but could I suggest, if you have an evening free, you might enjoy playing the first 100 turns of this one (i.e. to 1AD), keeping a log.

That is open up 1) Civ2, 2) the map editor and 3) a word processor / text editor, close the browser/facebook/twitter, and give it a go!
I might try that, although I will probably wait until I finish my 144 game (already in progress!).
 
1120- ...
Discover Combustion -> Flight (which will obsolete our Colossus)
Did you not have any other choice? Why get Flight so early?
1180- Quito=28, 1 pollution. Why did it get 14 happy people - a partner city growing?
or perhaps a red citizen turning into a black one.
Have I got time for a full or even modest spaceship, or shall I just wrap things up with a conquest? We may not have known how re-spawns would be when we first decided!
Switching to conquest at this point in the game is inefficient. With your rivals so primitive in tech, you did not need 80% of the techs you have achieved since +1000.
 
I might try that, although I will probably wait until I finish my 144 game (already in progress!).
Welcome to the GOTM. Looking forward to seeing your results in the GOTM 144 spoiler, which you will probably end up creating. I played this one till +960 last night. So it will be a while before I get a chance to start 144.
 
Did you not have any other choice? Why get Flight so early?
I think the answer to that is my not having thought it through. Distracted by freight management, no effort goes into planning the technology path! I've never properly planned late game techs. Often I have just asked the advisor with the goal of computers - thinking that allows speeding research. This time I didn't aim at them, but rather at not getting nuclear fission as early as usual, so that the widespread demand for Uranium that can't be filled came late.
Switching to conquest at this point in the game is inefficient. With your rivals so primitive in tech, you did not need 80% of the techs you have achieved since +1000.
Yes indeed! A spaceship is what I had in mind, but equally with the tech advantage even the small military I had should be able to add some cities - I was especially interested in ones with wonders in.

1500 Stats.
Supreme and spotless.
79 cities. 77 techs (10 not discovered.)
48 engineers, 2 musketeers, 2 alpine, 28 rifles, 15 cavalry, 1 fighter, 11 transport, 11 spies, 20 freight.

1510- Russians steal Space Flight, we declare war, they destroy a van.
Russians trade Space Flight to Greeks.
Discover Guerilla Warfare -> Environmentalism.
Nantes builds Eiffel Tower.
1520- Discover Environmentalism -> Labor Union.
Houston builds Apollo. Map of world - Smolensk will take some getting to (it is on the Arctic coast.)
Attack Russia - capturing Tbilisi.

There are however hardly any roads in Russia let alone railways, and we don't have a big army anyway, so we are not going to capture everything quickly despite the good military techs. In fact the Senate is going to agree peace in 1530. But there will be more wars!
 
I think the answer to that is my not having thought it through. Distracted by freight management, no effort goes into planning the technology path! I've never properly planned late game techs.
Tech planning is an important part of the game all the way to the end. I often discover flight as late as possible because it reduces trade bonuses significantly and it obsoletes Colossus. The effect of Colossus in my games is huge and beyond the city it is built in. Colossus, of course, is built in my SSC which is hand picked to have high trade output and because of the special attention it gets it is usually my largest most well developed city. As such it is the favorite source and destination for domestic trade. By the time Flight can be discovered, a significant portion of my domestic routes are with the SSC. When Colossus expires all those trade routes drop in value and thus I lose way beyond the roughly 20 arrows in the SSC.
 
During the next segment, I continuted with van building while city expansion was very slow.
I only added 6 new cities and 16 techs. I subverted 2 Japanese cities in North America. One built a settler and was disbanded (poor location).
Trade was better during this segment with 20 foreign and 4 domestic deliveries.
Only 4 huts during this segment (25, Nomads, 100 and 50)

+520 Delphi builds GW, Paramonga founded (West Africa)
+540 Quito builds Leo's. Ancon founded, Hut -> 25
+560 Hut -> Nomads
+580 Physics -> Magnetism, Cuzco builds Library (first building), Foreign delivery for 510
+600 Indians establish Monarchy, Kyoto builds Oracle, Kill Barb Hores
+620 Greeks start KRC, Magnetism -> Steam Engine, Foreign delivery for 318, Hut -> 100
+640 Greeks demand 600g (of 629), I refuse, War, Foreign delivery for 270
+660 Steam Engine -> University, Trade Invention to Romans for Univ
+680 Start Gunpowder, Subvert Satsuma (Middle of N.A.) for 2 x 164 (50+WC), Give Japanese Invention, exchange maps, Contact Greeks, Peace, Give Nav and Inv, exchange maps
+700 Romans establish Monarchy, Japanese want Alliance against Chinese, I decline
+720 Give Inv+Nav to Indians, Naples founded
+740 Gunpowder -> Chemistry, Foreign deliveries for 432 and 312, Cusibamba Gold to Ayaviri for 126 (first domestic delivery)
+760 Satsuma builds Settler (and disbands), Chemistry -> Banking, Trade with Romans Nav for Banking, Foreign deliveries for 216 and 220
+780 start Explosives, Chucuito builds Magellan's, Bribe Japanese settler 288
+800 Cuzco builds Shakespeare, Hut -> 50, Subvert Kagoshima 2 X 82 (28), Bribe Barb Horse
+840 Egyptians develop Democracy, Explosives -> Democracy, Issus founded, Foreign delivery for 832, Trade Steam Engine to Egyptians for Democracy, Give St.Engine, Banking, Potter, Physics*, Univ, Masonry and Magnetism to Indians (*techs go to Egyptians (GL)), REVOLUTION
+860 Democracy established
+880 Start Sanitation, Sanitation -> Economics, Foreign deliveries for 146 and 425, deomestic delivery for 236
+900 Thermopylae builds KRC, Barbs near Tumbes, Economics -> Theory of Gravity, Cunaxa founded (Satsuma replacement), domestic deliveries for 468 and 68, Foreign deliveries for 142 and 395
+920 ToG -> Metallurgy, Cuzco builds Sewer, Give Nav, St.Eng, Physics, Mag, Chem to Japanese, Astro to Romans, Sanitation to Egyptians, Sani, Nav, BB to Greeks, St.Eng, Physics, Mag to Greeks, Sani, Explosives*, Demo, Curr, Lit, Eco*, Chem to Indians
+940 Indians get Monotheism from Greeks for Chem
+960 Chinese establish Republic, Cuzco builds University, Metallurgy -> Atomic Theory, Foreign deliveries for 448, 510 and 234
+980 Atomic Theory -> Electricity, Bribe Chinese Trireme (near California) 124, Foreign deliveries for 328 and 498
+1000 Japanese establish Despotism, Electricity -> Conscription, Foreign delivery for 280

stats at +1000:
pop.: 5.72M; cities: 31; techs: 45, gov: Democracy, gold: 1747; trade routes: 7D21F; cost/turn:12
units: 16 Engineers, 15 Musketeers, 2 Horsemen, 2 Crusaders, 1 Caravel, 11 Galleon, 1 Diplomat, 32 Caravans
wonders: Colossus, LH, MPE, Mike's, Copes', Magellan, Shakespeare, Leo's
Footprint: 26 cities in Americas, 1 in Barbados, 1 in Galapagos, 2 in Africa, 1 In Canary Islands

Russians: Destroyed by Greeks
Romans: 4 city, 91 gold, 26 tech, Republic
Japanese: 3 cities, 615 gold, 25 tech, Despotism
Egyptians: 10 cities, 759 gold, 39 tech, Republic, Pyramids, LH
Chinese: 8 cities, 387 gold, 23 tech, Republic
Greeks: 11 cities, 1536 gold, 31 tech, Republic, HG, GW, KRC
Indians: 2 cities, 154 gold, 38 tech, Monarchy
 
+0520 Copernicus built.
+0540 Navigation -> Physics. Wyoming founded.
+0560 Mexico founded. Domestic delivery for 165.
+0600 Physics -> Gunpowder. Domestic delivery for 157.
+0620 Falkland founded.
+0640 Gunpowder -> Magnetism. Domestic delivery for 50.
+0660 Missouri and Jauja founded.
+0680 Leo built. Nomad from Great Lakes hut.
+0700 Chinese build Sun Tzu. Barbarian caravel near the southern tip of S. America. Magnetism -> Steam Engine. Domestic deliveries for 82, 270. Pucara founded.
+0740 Steam Engine -> University. Invention -> Egyptian -> University. Domestic delivery for 50. T1L3S6
+0760 -> Chemistry. Nomad from West African hut. Domestic delivery for 135, 100.
+0780 Chemistry -> Explosives. Domestic deliveries for 116
+0800 Explosives -> Theory of Gravity. New York founded. Domestic deliveries for 48. 50g from African hut. T3L3S4
+0820 Barbarian legion finally lands on the southern tip of S. America and is killed by my musketeer. Barbarian Caravel bribed for 82g. 2x50g from huts. Ghana and Texas founded. Japanese American colony of Satsuma bribed for 150g. Got 57g, Masonry, and a soldier. Domestic deliveries for 70.
+0840 8 barbarian horsemen from African hut. Machu Picchu founded.
+0860 Barbarians kill my explorer. Theory of Gravity -> Metallurgy.
+0880 Magellan built. Crusader from African hut. Hides to Kyoto for 692 establishes the first foreign trade route.
+0900 Metallurgy -> Electricity. 3 barbarian knights from hut. Domestic delivery for 76, 62. T4L3S3
+0920 Barbarians kill my None musketeer. Domestic deliveries for 130. Barbarian horse killed. None musketeer from African hut.
+0940 Electricity -> Conscription. Shakespeare built. Raqchi founded. Barbarian horse bribed for 41g.
+0960 Domestic delivery for 112. Delivery to Chinese for 2x342. Chiapas and Nova Scotia founded. 50g from hut.
+0980 Conscription -> Refrigeration. Samoa and BoraBora founded. 50g from desert hut. Gold to Thebes for 630.
+1000 Refrigeration -> Atomic Theory. Fiji, Tennessee, and Senegal founded. Greek deliveries for 532, 930.

Status at +1000
Population: 12.9M; Cities: 50; Techs: 44; Government: Democracy
Gold: 723; Cost: 85; Trade routes: 45D5F;
Wonders: Marco, Hanging Gardens, Colossus, Michelangelo, King Richard, Copernicus, Magellan, Shakespeare, Leo
Units: 21 Engineers (5 None), 7 Riflemen (2 none), 2 Crusaders, 7 Galleon, 5 diplomats, 33 vans
Goals: Newton, Bach, overseas expansion
Footprint: 22 cities in S. America, 4 in C. America, 13 in N. America, 1 in Galapagos, 4 in Caribbean, 1 in Falklands, 2 in Africa, 3 in South Pacific islands.
Russians: 3 cities, 23 techs ; war with Indians and me, allied with Greeks
Japanese: 3 cities, 18 techs ; war with Chinese and me
Egyptian: 7 cities, 32 techs ; Pyramids; war with Indians
Chinese: 9 cities, 33 techs ; Great Library, Sun Tzu; war with Japanese
Greek: 9 cities, 27 techs ; Lighthouse; war with me, allied with Russians
Indian: 8 cities, 33 techs ; Great wall, Oracle; War with Russians and Egyptians
 
I was hoping to go for a max population, high score game. However, with only 1 week to go, now I just have to finish, so I can submit my game.

I am 1 turn away from launching my spaceship. Then the 11 turns until the landing. I hope I can make it.
 
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