GOTM 145 spoiler

haleewud
I am not sure what you mean by 'crippling to yourself'. The delivery completely filled the research box. All research done by the city would be added to the box and therefore wasted. The single Einstein was to 'finish' the research while all other city resources were going to tax generation.
Normally in a high-trade village, taking a worker off the land's trade tile (esp. a river-colossus tile) will result in loss of more resources than the benefit of a specialist, such as a Scientist. However, I see from your comment that you must have had a circumstance where you tried it both ways, and the Scientist turned out to be better. I imagine there were not roads and/or 3 trade routes in your villa yet.

I tried it (making a scientist) on my own b1000 save and while science was zero net change, celebration and food were lost (Size 16 city had 1 route, colossus, and no roads). With more routes and roads, hiring a scientist from a trade tile can often net a civ less science in that situation, depending on TLS and TR values :).


Quote:
Originally Posted by starlifter
Monarchy can do almost as well, very early on, esp. if Colossus is built, due to the Celebration benefit of Monarchy in OCC.
haleewud
What do you mean by this? Is it really possible to get celebration growth under Monarchy in OCC?
In Monarchy, celebrating will cause the city to enjoy all the 'city' benefits of Republic (less corruption, less waste, addition of 1 trade arrow for each tile producing a trade arrow)... but not the addition of 1 pop when an extra food is available. If Communism or Fundy celebrates, it will add the trade arrow but still not 'grow'. This is part of the concept behind 'P' ('Power') in PF or PC (or if one were to try it, PM). Creating max trade, and using this to catapult (amplify) science and gold to have great and Powerful game advantage which is not intuitive based on 'conventional' late 1990's and early 2000's Civ II gameplay.

It IS possible to force the growth of Republic in M/C/F (Mon/Com/Fun), but one needs food caravans (not celebrations). Its not as efficient at Republic/Democracy either in terms of micromanagement, nor in terms of resources expended, however.

So my comment context meant that if you celebrate a Monarchy capitol, you can add the trade benefit of Republic, and thus get the same Bonus and Route benefits as Republic would have. But the Happiness computation would be on the basis of Monarchy (Mil units), and no Celebration growth. :)
 
I have typed up my log for this OCC.

Mine is not a game that is recommended for proper OCC play :(...
Spoiler :
The reason its a 'bad' game is that I began with knowing the map, and a plan to do Early Republic.
I did not get the right early Techs for this, and it was impossible to quickly research Republic (it was as much as 90 turns).
I had lots of Mil NONE units, and fast river access, and decided to wipe the earth of the AIs.
When jumping into the game, I did not realize about the restart thing which was clearly printed in the setup post, so this was an epic mess.

I had immediately locked myself into Colossus after one Warrior, on an assumption the game would simply go as planned. Yet I could not finish the Colossus nor use the mighty IPRB for a 200 shield wonder in progress from a single village. I could have disbanded NON units, but was unwilling to take this risk, early in the game, for units that granted so few disbandment shields (before Leo could upgrade them from 20s Horsemen to 60s Cav, for instance, much later).

So the plan went from an accelerated early SS (OCC), to blood hunt, back to SS, and a Media Via of St. Thomas Aquinas ("middle road") with steady opportunistic offensive military fighting throughout the game. With Yellow becoming powerful rapidly (due to the huge trade routes they got with me, and their initial isolation), my Power went from Supreme to Mighty (Purple to Orange key civ), just after gifting Purple fully. Since Orange was connected to Yellow, their intermittent fight/peace cycles meant that Yellow got many techs I had gifted Orange with, which accelerated Yellow even more, and by Mid-game beyond my ability to wipe Yellow out before the mid-1800's (or later).

In short, this is not a "reference" game.

Note: This is a good OCC map, and should be replayed in 2 ways with laser-beam focus: (1) as pure Early SS and (2) as pure OCC Conquer.


Key Dates
Spoiler :
b2550 - COLOSSUS
b2450 - Republic
b2200 - Size 08
b1950 - Size 12
b0750 - Size 19
b0225 - COPERNICUS
b0025 - Invention (then Nav)
a0360 - Refrigeration
a0620 - Democracy
a0620 - RailRoad (RR)
a0860 - Automobile
a1300 - Flight
a1500 - APOLLO
a1610 - Tech tree completed
a1754 - SS(15s-06c-03m) landing (GT214)




Log
Spoiler :

Log from hand notes after the fact; ?? means cannot recall something; not all events incl. some builds, insignificant huts, AI actions, game Msgs/dialog, most diplomacies, etc. were noted

b3950 HUT-Weeds
b3900 Celts-nothing
b3850 Celts-Chariot-takes-empty-city Celts-Dead(Alpha) Start-Wonder(Colossus)
b3650 HUT-CodeOfLaws**
b3600 HUT-Horse American-Washington-Swap-(got-Pott) RiverHUT-Horse Kill-Wash(BW)
b3500 BAB-Swap-Pott-Write BW-Mas HUT-Curr**
b3450 C-literacy Bab-sneak-attack-Vet-archer Attack-kill-Babylon-warrior(size1) HUT-50g
b3400 HUT-Archer Kill-Babylonian-Civ(??)
b3350 HUT-Trade** (Colossus-in-mid-wonder-build, no IPRB possible)
b3300 HUT-100g Delhi-Swap-BW-MM
b3250 HUT-Weeds HUT-Const**
b3200 HUT-Barb(my-chariot-killed-barb-Horse) HUT-100g
b3150 HUT-50g
b3100 Swap-Purp-(get-CB-HBR-Myst) HUT-Lit**
b3150 HUT-Mon**
-------------BC3000--------------------
1 Set, 1 War, 5 Ar, 3 Hor, 1 Char
CITY: Sz02 TLS406 410g 0Rt(0g) 04s
Impr: NONE Wond:NONE
HUT: 06Tech17, 9Unit, 4Gold, 3Weed, 1Barb (23)
---------------------------------------
b3000 C-Republic
b2900 Killed-Zulu(??)
b2900 WAR-Russians (Unplanned-REVOLUTION-due-to-Mon-tech)(still-30-turns-to-Republic)
b2850 MONARCHY; Killed-Russian Moscow(WC); New-Romans-appear-right-next-to-me-2-tiles-away
b2700 Push-Lux-60%-to-celebrate(cost-is-7g) STAY-IN-MONARCHY
b2650 Celebrate(40p) 9b-instead-of-8s-3g
b2600 HUT-Weeds
b2550 MAKE-COLOSSUS HUT-100g
b2500 ROMANS-Swap-BW-Rep ref-Peace They-offer-200-Accept HUT-100 GT31 RB-Colossus(328) REVOLUTION (Size3-box-full)
b2450 Sz04 TLS028 REPUBLIC(20lux) Disband-Warrior RB-Temple-70g; Use all 4 Specials
b2400 Sz04 TLS028 HUT-Banking** HUT-50g
b2350 Sz05 TLS036 RB-Mkt
b2300 Sz06 TLS037 Mkt Purple-SWAP-Rep-Sea Mon-Whl Lit-?? HUT-Eng**
b2250 Sz07 TLS730
b2200 Sz08 TLS730 Colosseum Start-Aqu
b2100 Sz09 TLS730 HUT-IW** Find-Rome
b2050 Sz10 TLS730
-------------BC2000--------------------
2 Set, 5 Ar, 3 Hor, 1 Char
CITY: Sz11 TLS730 255g 0Rt(0g) 15s
Impr: T,M,A,Co Wond:Colossus
HUT: 09Tech22, 9Unit, 7Gold, 4Weed, 1Barb (30)
---------------------------------------
b1950 Sz12 TLS820; End Celebration
b1600 SWAP-Trd-Polythiesm
b1500 TLS314 Cant-deliver-Salt-cause-of-Sci
b1450 TLS028 Philosophy Medicine S-Sani
b1450 Salt-Madrid(d-432)(Cap-500)
b1400 Sz12 TLS028
b1350 C-Mono
b1300 IPRB-Sewer-to-80
b1200 Mono S-BB
b1150 Sz12 TLS037 BoxFull (Will-double-grow)
b1100 Sz14 TLS037 Cathedral (2x-growth)
-------------BC1000--------------------
1 Set, 5 Ar, 3 Hor, 1 Char, 1 Tri, 2 Car
CITY: Sz16 TLS433 166g 1Rt(10g) 21s
Impr: T,M,L,A,Ca,Co,Sw Wond:Colossus
HUT: 09Tech27, 9Unit, 7Gold, 4Weed, 1Barb (30)
---------------------------------------
b1000 TLS433
b975 Sz17 TLS730 Bank
b925 Gold-Toledo(d540g) sz19 TLS820 Stuck-at-19
b875 BB S-Feudalism Sz19 TLS028 Wool-Madrid(ud320)
b800 HUT-Feudalism**
b775 Sz19 TLS226 C-Math
b750 Sz19 TLS028
b675 HUT-Chivalry**
b625 Sz21 TLC028 Carth-Demand50g(paid)-GIFT-MM-Poly-SWAP-Maps
b600 HANGING-GARDENS
b575 Sz22 Math S-Univ
b425 Sz24 Rome-sneak-attack-Archer-on-Mtn(died)
b400 Univ S-Astro
b375 Seville(d704g,capped,sci1056)
b350 Astro S-ToG
b225 COPERNICUS ToG S-Economics
b200 Madrid-coal(ud384) TLS316
b175 TLS118 (Gold-Done MakeGems)
b100 Purple-Sneak-Attack Chem S-Inv
b050 Gems-Seville(d814)
b025 Invention S-Nav Gold-Cordoba(d714)
-------------AD0001--------------------
1 Set, 5 Ar, 3 Hor, 1 Char, 1 Cru, 1 Tri, 2 Car
CITY: Sz24 TLS217 166g 3Rt(3x13g) 21s
Impr: T,M,L,A,B,Ca,U,Co,Sw,H Wond:HG,Colossus,CO
HUT: 11Tech38, 10Unit, 7Gold, 5Weed, 1Barb (34)
---------------------------------------
a020 Nav S-GunP
a080 GP S-Metallurgy
a100 Make-Gems-and-Gold Indians-CeaseF(400g)-Give-23t(Cost-1400b--1040b)
a140 Metallurgy S-Exposives
a180 Gift-Orange(AllButGunP) IPRB-SINC
a200 Gems-Seville(d-720cap) (Span-Start-LEO)
a220 Physics S-Mag
a220 Corduba(Gold-d756cap) Span-Abandon-LEO
a240 Mag S-Democracy (cost-1188 SSC-708max)(Make-DYE)
a260 Make-Eng
a280 Demo S-Elect Eng Start-ST
a320 Elect S-Consc
a360 Consc S-Refrig Span-change-from-Leo-to-JSB (Aim for Refrig directly)
a360 SHAKESPEARE(Sell-Cathedral)(Lux-00)(gain 28+3g) Toledo(Dye-d536nocap) Gift-Car+SP ABC(50trib)
a380 Ref S-Fundy
a400 Incoming-Roman-Dip(Expel) Rome-Start-MPE Peace-India-offer-200-Accepted
a440 LEONARDO
a460 Leadership S-tactics
-------------AD0500--------------------
2 Eng, 5 Rif, 4 Cav, 1 Dra, 1 Gal, 1 Car
CITY: Sz23 TLS208 4112g 3Rt(16,15,15g) 42s
Impr: T,M,L,A,B,Ca,U,Co,Sw,Su,H Wond:HG,Colossus,KRC,CO,ST,Leo,INC
HUT: 11Tech51, 10Unit, 7Gold, 5Weed, 1Barb (34)
---------------------------------------
a500 Tactics S-AmpWar Orange-SteamEngine
a520 RomanSneakAttack-butchered-them-all
a560 Gift-Carth-5(Tech-cost-drop-200)
a600 Fundy S-SteamEng; Pay-Sp-100g-Gift-Span-2t Trade-for-SteamEngine; Toledo(d-Gold-600g-sci1458) Celebrate(20percent) IRB-400s-wonder-for-RR-Darwin Revolution
a620 (Oedo) DEMOCRACY TLS730(Grow-NoSci-Darwin-in-2) RR S-Ind
a660 DARWIN Indust Corp S-Steel; Still-killing-romans Killed-??City Senate-passes-resolution-support
a700 Killing-Veii
a720 Steel S-Refining (Go-to-Auto)
a760 TLS505
a780 Refine S-Combust
a800 Gift-Orange-3(ABF-Tactics)(1770-to-1593g) Gift-Yellow-to-Steel(Directed-research)
a860 AUTOMOBILE S-MassP
a880 TLS 730 Grow2 SUPERHIGHWAYS
a900 IRB-MT
a920 MP S-NucFiss
a940 NucFiss S-Recycling Killed-Antium TLS136
a980 TLS406 Sz32 RB-Recycling
-------------AD1000--------------------
2 Eng, 5 Rif, 5 Cav, 1 Trans
CITY: Sz32 TLS406 4832g 3Rt(34,33,34g) 33s
Impr: T,M,L,A,B,Ca,U,MT,F,RC,Sw,Su,SH,H
Wond:HG,Colossus,KRC,CO,ST,Leo,INC,DV
HUT: 11Tech66, 10Unit, 7Gold, 5Weed, 1Barb (34)
---------------------------------------
a1000 Span-200t-Gift-Swap-Tact-for-Esp Auto-for-Comm
a1020 MT S-Elect Spies-Sabotage-to-Vets
a1060 Elect S-Minit
a1060 Gift-Orange-ABF(13-techs 2108-to-1768)(TLS505)
a1100 Minit S-Computers
a1140 Computers S-MobWar IRB-ResearchLab
a1160 Celebrate(Last-growth)
a1180 MobWar S-Robotics TLS-424
a1200 OffshorePlat(53shieldstotal-51net)
a1220 Robotics S-GeurWar Gift-Orange-ABF Gift-Yellow-MobWar Swap-Rob-GW MT-GE(2072-to-1924) TLS109(1turn!!)
a1240 LaborUnion S-NucPower Rome-Dest-Temple(anarchy)
a1260 NucPower S-Laser TLS010(2192s SciCost2052) Rome-Dest-Walls(last-improv)
a1280 Laser S-Flight MakingCaravans killing-romans
a1300 Flight (Sci-drop-2192-1712)TLS406
a1340 Radio S-AdvFlt RomeContactUs-Senate-overrule-Rome-offer-150g-we-accept-peace
a1380 AdvFlt S-Rocketry
a1420 Toledo-Salt(u494)
a1480 IRB-Apollo
-------------AD1500--------------------
2 Eng, 5 Rif, 5 Cav, 1 Trans, 3 Spy, 5 Frt
CITY: Sz33 TLS307 6225g 3Rt(27,30,30g) 67s
Impr: T,M,L,A,B,U,MT,F,MP,RC,PP,SE,Sw,Su,SH,RL,H,OP,Apt
Wond: HG,Col,KRC,CO,ST,Leo,INC,DV,AP
HUT: 11Tech83, 10Unit, 7Gold, 5Weed, 1Barb (34)
---------------------------------------
a1500 APOLLO Plastics S-CombArms(Only-choice)
a1500 65-shields TLS307 Begin-SS(15-06-03)
a1510 S01 SneakAttack-India
a1520 S02 CombArms S-Environmentalism
a1540 S04 Environ S-Supercond
a1560 S06 SuperCond S-Fusion
a1590 S09 Fusion S-Stealth
a1610 S11 Stealth S-FT001
a1650 S15C00M00 FT002 S-FT003 TLS10-0-0
a1660 S15C00M01
a1670 S15C00M02
a1680 S15C00M03
a1720 FT003 S-FT004 Senate-Forces-Peace
a1740 S15C06M03 (15.7years) FT004 S-FT005 ++++ LAUNCH-ETA-1755 ++++
a1742 FT005 S-FT006
a1744 Mighty to Strong; KeyCiv=Dead; Research 2976b-->6175b
a1745 Make Gold not Sci; Make all Wonders; Set TLD 10-0-0
a1747 FT006 S-FT007
a1748 EIFFEL-TOWER
a1750 GREAT WALL Disband40 Make-Oracle
a1752 TLD820 IPRB300&Disband-Most-Units-For-SETI Sell-Improvements
a1753 Toledo(udWool-728) SETI DisbandA00Eng Buy-Manhattan2320g
a1754 MANHATTAN Size34 TLS820; Start a Nuke
--------------------AD1754(Landing)--------------------
1 Eng, 1 Rif, 2 MI, 1 Trans, 3 Spy
CITY: Sz34 TLS820 701g 3Rt(36,40,40g) 67s
Impr: B,T,M,L,A,B,MT,F,MP,SE,Sw,Su,SH,RL,SAM,SOL,H,OP,Apt
Wond:HG,Col,Ora,GW,KRC,MPE,CO,ST,Leo,INC,DV,ET,Man,AP,SETI
HUT: 11Tech88, 10Unit, 7Gold, 5Weed, 1Barb (34)
Spaceship: 15s-06c-03m (15.7 years)
--------------------------------------------------------
Spoiler :
SCORING
0052 Citizen
0300 Wonder
0100 Spaceship
0030 Peace
0035 FutureTech
-050 Barb
===============
0467 TOTAL (Year 1754AD)(GT214)


Screenies
Spoiler :

SS 15-06-03 Landing 1754
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Powergraph
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Scoring
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Amazing result Starlifter, despite making a mess of the early game. Of course, hut luck was on your side big time. This is what you got by -3000 out of 15 huts
weeds, code of Laws, horse, horse, Currency, 50g, Archer, Trade, 100g, weeds, barbs,100g, 50g, Literacy, Monarchy
Not a single tech off the path of Monarchy/Republic/Trade. That is amazing.

Interestingly I also tipped 15 huts by -3000 despite getting no units till my 7th hut. By contrast I got no money, plenty of off-path techs, and plenty of weeds:
Horseback riding, weeds, weeds, Warrior Code, Wheel, Pottery, chariot, archer, Trade, archer, seafaring, weeds, barbs, weeds, Ceremonial Burial.

The lack of money hurt me most. My 24th hut was the first one that yielded any gold. At the beginning it is impossible to get money out of rivals because they just do not have any. I only managed to get 2x25g in gifts/tributes.
 
+1510 Freight Aqueduct sold
+1520 Freight Rocketry
+1530 Freight
+1540 Freight Amphibious Warfare
+1550 Freight
+1560 Freight Space Flight Spanish demand AdFlight and cancel alliance
Diplomat disbanded. Spent 1140 on Apollo
+1580 Plastics Wool to Seville for 484.
+1600 Superconductor
+1610 Apollo Babylonians build Bach. T1L0S9
Computer -> Babylonian -> Theology, 100g
+1620 SS Module
+1630 SS Module Fusion Power T3L0S7
+1640 SS Module
+1650 SS Component Power dropped back to moderate
+1660 SS Component Future Tech 1
+1670 SS Component Power dropped to Inadequate
+1680 SS Component Genetic Engineering
+1690 SS Component Spanish build Adam Smith
+1700 SS Component Future Tech 2
+1710 SS Structural
+1720 SS Structural Future Tech 3 Americans build SETI
+1730 SS Structural
+1740 SS Structural Guerrilla Warfare
+1750 SS Structural
+1752 SS Structural Future Tech 4
+1754 SS Structural
+1756 SS Structural Future Tech 5
+1758 SS Structural Spanish build UN
+1760 SS Structural Labor Union
+1762 Carthaginians land on my city radius
but withdraw upon my request
+1764 SS Structural Future Tech 6 Carthaginians deliver to Paris
+1766 SS Structural Spanish develop flight
+1768 SS Structural Future Tech 7
+1770 SS Structural Spanish build Hoover dam;
Babylonians build Statue of Liberty
+1772 SS Structural Combined Arms 15s3c1m space ship launched
+1773 Freight
+1774 Freight Future Tech 8 Indians build Eiffel
+1776 Future Tech 9 Wool , Gold to Carthaginians for 424, 654
+1777 Environmentalism
+1779 Future Tech 10
+1781 Cure for Cancer Future Tech 11 T2L0S8
+1783 Great Wall
+1784 Fundamentalism
+1786 Future Tech 12 Superconductor -> Babylonian. T0L10S0
Manhattan is the only wonder not built
I am too poor to rush it.
 
Amazing result Starlifter, despite making a mess of the early game. Of course, hut luck was on your side big time. This is what you got by -3000 out of 15 huts
weeds, code of Laws, horse, horse, Currency, 50g, Archer, Trade, 100g, weeds, barbs,100g, 50g, Literacy, Monarchy
Not a single tech off the path of Monarchy/Republic/Trade. That is amazing.
0. Learn to count basic integers (will be important to learning what Off Path techs are).
1. Hut outcomes had an effect on the path of the game. Of course. Amazing.
2. 'This is what you got' - Learn to read. That is not what I had. Try again. :rolleyes:
3. 'Not a single tech off the path' - Learn what that actually means, and then reread the (whole) log and the comments. Amazing.
4. 'hut luck was on your side big time' - It has been in some games, but not strongly 'on my side' or strongly 'against it' in this one. Amazing. Hut steering was used (left that as an exercise lol), but final outcomes were not as hoped and early game trajectories changed several times based on results (see prior posts).
5. '....by -3000 out of 15 huts' - Amazing that you evidently did not read everything, or if you did, then selectively decided to look at some things and omit others. Try again. :rolleyes: Amazing.


...despite getting no units till my 7th hut...
...My 24th hut was the first one that yielded any gold...
1. >sob< :cry:
2. 'no units till my 7th hut' - lol. ROTFL. The game setup said to get a 'fast unit' in the first hut. Hard to believe that you would not have at least two units by #7. Amazing.
3. 'My 24th hut' - That is truly Amazing. Pretty much near-impossible, actually.
4. And the point of systematically arguing with players (e.g., mine, Inkerman's Philosophy outcome, 3250 Rep, and others) about Hut outcomes and gameplay?

Opinion
Spoiler :
I've posted a decade ago about wiping huts, and also about allowing unlimited reloads, in some GOTM maps, to reduce random variations and potential whining. One can even create a Rule with a list of allowed outcomes in a GOTM by Hut # popped, if one's panties are in a wad.

But put 37 reachable huts in a small 'ideal' OCC map, and there will be huge variations of early games, by design. Amazingly enough, the end results are much less affected in most cases (by design of Brian). Amazing.

Examples
a. One can have 24 huts of Weeds. This would seem to hurt, but only if NOT in context of the entire game and how it in fact works.
b. One can have 24 huts of Techs. This would seem to help (in early game), but may or may not change the outcome, esp. of OCC. The main effect would likely be earlier SS landing date if tech steering was used.
c. 24 Hut Units in this game will be NONEs (by map's design) and could cause an abrupt end very fast on this map, even with restarts. A-mazing.
d. Game results are still usually rock paper scissors. One balance has a counter. See next sidebar for some expansion.


Sidebar
Spoiler :
Amazing. Game understanding(!) Read the actual path to Monarchy or to Republic, and what actual Off Path (aka Off Tech) is. Science is greatly valuable (and can become costly), and even more so after Republic. However, RPS (aka Rubber Band) reduces that value as game goes on (to learn, try replaying this game by granting yourself Republic government from bc4000, then apply what you learn to how MGE works).

Gold is not as valuable as a Tech, and gold cannot redneck a civ (like a unit can), and can be traded for 2:1 to 8:1 for shields, or in late game can be amplified into science. As reference, a chariot is worth 60 gold on a wonder, or can force diplomacy in early game, or quell unhappiness (and ergo allow another Monarchy arrow and/or another food/shields each turn), for example.

Hut units can kill one's normal early Republic if kept (normally they are supported and past one cause unhappiness)... but not on this map as unit NONEs.... due to (intentional?) gross map design imbalance (layout, terrain, rivers, starting locations, continent numbers, etc.).

Early Republic is good with NONEs, as the early math without food and shield intended penalties is great. The ideal path in this game was direct early republic, and no monarchy. Few game starts allow this possible path so strongly as this one did. But its still not guaranteed unless one can replay the map until it works. However, at least one player was able to achieve this; but as I discussed before, mine not only failed to do this, but incurred the monarchy penalty.

Hut results did guide early game thinking (and also indecision), but as mentioned before, this was a grossly imbalanced map and game, which did and does allow some (possible) actual "Amazing" game paths, a few of which in fact I tried and.... Amazingly.... was unsuccessful in achieving and exploiting.


Off Path
Spoiler :
Exercise: In the list below...
1. Pick the Off-Path techs to Monarchy (e.g., count the techs which are not needed to reach Monarchy).
2. Try again for Republic.

Alpha
CodeOfLaws
Pott
BW
Write
Mas
Curr
??
Trade
MM
Const
CB
HBR
Myst
Lit
Mon


Not a single tech off the path of Monarchy/Republic/Trade. That is amazing.
Hint 1: It takes 3 (T-h-r-e-e) techs (Alpha, CoL, CB) plus ONE off-tech (e.g., Wri) to reach Mon on the 5th tech (Left as exercise for Republic's case and for Trade's case). Most people have done this in many games (direct Mon or Direct Rep), but in my case, not in this one.
Hint 2: In fact, when one knows the game, Trade will delay both Monarchy and Republic. In this particular game, Trade could not even be used to make Caravans, since it was OCC and the one city was locked in constructing a wonder. Amazing. lol. :crazyeye:

So, now you have hopefully learned about Off-Tech. ... Or if you already knew and yet were just babbling without regard to facts for whatever agenda, then start a new thread.




...only managed to get 2x25g in gifts/tributes.
1. You seem to have a crude and incomplete grasp of this part of the MGE game.
2. No sidebar here, but you can rarely force diplomacy in MGE with MP alone (e.g, no other actions by the human), lol. :lol:


PS
Spoiler :
If you whine about Huts in this GOTM 145 map, you are going to squeal like a stuck pig when I post my partial results from the next GOTM, 146. I think there were 3 huts in that map usable by a human in the first half of the game, and well, I have nearly 40,000,000 population, have not reached 1,000 AD, produce 4 beakers per turn, and will complete the Tech Tree by about 1140 AD. Those 3 Huts were... simply... Amazing. :strength: :traderoute:

But I spent my time typing this post instead of a log for GOTM 146, so now RL is calling and game time is done for the day.
 
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