GOTM 145 spoiler

Wow, Philosophy from a hut gives Republic in 3300 BC. I thought I did well to get it in 2250BC. It will be interesting to see how much of an advantage it will really be.
Actually he was doubly lucky to get Mysticism from a hut to allow Philosophy from another. The early Republic definitely makes a big difference here because the layout is such that most of your units from huts end up being None. With rational (as opposed to aggressive) neighbors you need little defense. Furthermore your working settler is none and does not take any food. Thus there is virtually no cost for republic.

Here is when we each switched to Republic:
-3250 Inkerman
-2050 Haleewud
-1250 Ali Ardavan
-0825 Major Advantage
 
It seems like your excessive hut-popping paid off and resulted in a nice advantage compared to my no-more-huts-to-avoid-missing-monarchy-strategy. That made me curious and yesterday I started over with the same strategy for a fast and sloppy-played game. I didn't keep a log but iirc, the huts didn't give me anything directing to republic. I was about to abort until I met the Babylonians in -2650 and they had it all! Republic, Literacy, Laws.
What you get from huts makes a huge difference and the earlier, the larger the difference. That is why when there is a visible hut I often have a special rule governing it.

I too aimed for fast hut popping. I could have gotten my first tech before the second hut pop (first being a fast unit by design) by switching my only citizen to gold but I figured that would delay reaching size 2 by 2 turns and it is not worth it. I was hoping to get lucky and get something other than an off path tech but I did get an off path tech and my early hut luck was nothing short of awful. The game refused to give me any badly needed money till very late in the cycle. My 24th hut was the first one that yielded any gold. Here are my first six:
Horseback riding, empty, empty, Warrior Code, Wheel, Pottery

Thankfully my neighbors had some good techs and the above allowed me to exchange with them.
 
Code:
-3000	City size	Techs	Gold	Routes	unit shield worth	Structures/wonders
Inkerman	2	13	69	0	190	Temple
haleewud	3	7	238	0	190	
Ali Ardavan	3	13	17	0	150	Granary
Major Advantage	3	4		0		
						
-2000	City size	Techs	Gold	Routes	unit shield worth	Structures/wonders
Inkerman	7	18	209	0	210	Temple
haleewud	4	11	547	0	170	Colossus
Ali Ardavan	5	17	29	2	210	Granary
Major Advantage	4	11		0	190	Library
						
-1000	City size	Techs	Gold	Routes	unit shield worth	Structures/wonders
Inkerman	12	20	154	0	240	Temple, Marketplace, Aqueduct, Colosseum, Bank, Colossus
haleewud	7	19	705	3	340	Temple, Library, Colossus
Ali Ardavan	7	21	416	3	160	Temple, Marketplace, Library, Colossus
Major Advantage	4	14		0	330	Library, Colossus
						
-500	City size	Techs	Gold	Routes	unit shield worth	Structures/wonders
Inkerman	12	23	602	3	790	Temple, Marketplace, Library, Aqueduct, Colosseum, Bank, University, Colossus
haleewud	9	25	685	3	640	Temple, Library, Aqueduct, Colossus
Ali Ardavan	9	24	36	3	260	Temple, Marketplace, Library, Aqueduct, Colosseum, Colossus, Marco
Major Advantage	5	19	376	3	300	Marketplace, Library, Colossus
						
+1	City size	Techs	Gold	Routes	unit shield worth	Structures/wonders
Inkerman	15	29	453	3	630	Citywalls, Marketplace, Library, Aqueduct, Sewer, Bank, University, Stock Exchange, Colossus, Copernicus, Shakespeare
haleewud	11	30	1164	3	610	Temple, Library, Aqueduct, University, Colossus, Copernicus
Ali Ardavan	15	30	1215	3	320	Temple, Marketplace, Library, Aqueduct, Colosseum, University, Sewer, Colossus, Marco
Major Advantage	12	25	874	3		Marketplace, Library, Aqueduct, University, Colossus, Shakespeare
 
Hello Old Timers !! Been away a while, wonder if I could have a couple of days to finish game 145, got back a few days ago, and started playing it on Friday.... I could finish the game no later than Tuesday. Thanks !
 
Going to play a fast an unusual game....Have no time to play for the Space Ship...Going for conquest. Have all 6 Civs under my power by 1300 BC , all their Capitals destroyed... wonder how many know construction and building Palaces.... But Americans Destroyed Indians and that changes the game......so they respawn somewhere Now I need to find Indians repsawn and destroy their Capital...It could be a bit longer than I expected it.
 
I will post a log ASAP....based on my saves....I did not have the time to play the game and save all in text, but due to the saves before I approached a HUT....I have enough to write one.
 
I finished the game early this morning and submitted a few minutes ago. The end was quieter than expected. In preparation for the end game I did make a battleship and a tank to augment my ancient military force of one archer and one horseman. However, I did not engage in any battles. I am glad I decided not to make any more military units. The quiet was of course no accident given the choice of rational rivals, but somehow I expected more hostilities at the end.

Spanish cancelled their alliance but Babylonians kept it till the very end. A few years before my arrival date they asked for Superconductor and I happily obliged. Americans and Indians amassed forces on my southern border, which I completely blocked with 3 units, but never attacked. Carthaginians landed a cavalry on my home turf delaying my space ship production by one turn, but they withdrew when I asked them to.

No one joined the space race but my rivals were very busy building wonders. I built obsolete Great Wall and Cure at the end for score. Only Manhattan remained not built at the end.

The trade output of the city was phenomenal as expected. I do not recall any other OCC in which I could do so many one-tech-per-turns. Typically after superhighways and research lab and before flight cancels out Colossus I would be lucky to get one 1-tech-per-turn.
 
+0020 Babylonians start Copernicus as well
732g spent on expediting Copernicus
+0040 Russian civilization destroyed by Babylonian
Babylonian, Spanish -> 50g
+0080 Copernicus Chemistry Sanitation -> Babylonian -> Invention, 50g
+0100 Spanish build Hanging Gardens
Spanish -> 50g
732g spent on expediting Shakespeare
+0120 Colosseum sold
+0140 Temple sold
+0160 Shakespeare Economics Americans build Pyramids. Paris celebrates
Babylonian-> 100g, Spanish-> 50g. T0L2S8
+0180 Paris is size 16
+0200 Paris is size 17. Spanish -> 50g
+0220 Caravan Democracy Paris is size 18. Democracy established.
Democracy -> Babylonian -> Feudalism, 100
T1L2S7
+0240 Carthaginians build Sun Tzu. Paris is size 19
+0260 Paris is size 20. Spanish -> 50g
+0280 Chivalry Paris is size 21.
+0300 Harbor Paris is size 22. Babylonian -> 50g
Gems to Cardiff for 300
+0320 Navigation Paris falls out of celebration
+0340 Indians still Sanitation. Paris celebrates.
+0360 Caravan Paris is size 23.
Navigation -> Spanish -> 100g
+0380 Physics Paris is size 24 and out of food
+0420 Caravan Paris is size 25 and out of food again.
T3L0S7. Spanish -> 100g
+0440 Magnetism Spent 1132g on Newton. T0L0S10
+0480 Atomic Theory
+0500 Newton Babylonian -> 25g, Spanish -> 100g

Status at +0500
City Size: 25 Government: Democracy Gold: 263 Techs: 40 Trade routes: 3
Structures: Marketplace, Library, Aqueduct, University, Sewer, Harbor
Wonders: Colossus, Marco, Copernicus, Shakespeare, Newton
Units: 1 None settler, 1 None Archer, 1 None horseman, 1 Elephant, 1 Trireme, 2 vans
Goals: Explosives, Refrigeration, Railroad
Celt: Destroyed by Babylonians
Roman: Destroyed by Carthaginians
Russian: Destroyed by Babylonians
Babylonian: 5 cities, 36 techs; Great Library; allied with me
Spanish: 8 cities, 32 techs; Hanging Gardens; allied with me
American: 4 cities, 32 techs; Pyramids
Carthaginian: 7 cities, 23 techs; Lighthouse, Sun Tzu
Indian: 4 cities, 28 techs;

+0520 Steam Engine Gold to Utica for 642. Trireme disbanded
+0540 Railroad Dye to Boston for 128
+0580 Gunpowder Gunpowder -> Spanish -> 100g
+0620 Bank Explosives Babylonians build Leo. T2L0S8
+0640 Carthaginians build King Richard
Babylonian -> 50g, Spanish -> 100g
+0660 Industrialization
+0680 Elephant disbanded to reach 20shields
+0700 Stock Exchange Metallurgy Railroad to everyone
+0720 Spanish -> 100g.
+0740 Corporation First pollution appears. T1L0S9
Metallurgy -> Babylonian -> 50g
+0760 Factory
+0780 Diplomat Electricity
+0800 Diplomat Babylonian -> 50g, Spanish -> 100g
+0820 Refining Americans build Darwin
Babylonian -> 50g
+0840 Freight
+0860 Engineer Steel T0L0S10
+0880 Engineer
+0900 Combustion Babylonian -> 0g, Spanish -> 150g
+0920 Transport
+0940 Automobile
+0980 Mass Production Economics->Babylonian->Conscription, 25g
Conscription -> American -> Communism
Conscription -> Indian -> Monotheism
+1000 Superhighways Industrialization->Spanish->Leadership, 50g

Status at +1000
City Size: 23 Government: Democracy Gold: 1841 Techs: 57 Trade routes: 3
Structures: Marketplace, Library, Aqueduct, Bank, University, Factory, Stock Exchange, Sewer, Superhighways, Harbor
Wonders: Colossus, Marco, Copernicus, Shakespeare, Newton
Units: 1 None settler, 2 Engineers, 1 None Archer, 1 None horseman, 1 Transport, 2 diplomats, 1 van
Goals: Computers
Celt: Destroyed by Babylonians
Roman: Destroyed by Carthaginians
Russian: Destroyed by Babylonians
Babylonian: No embassy; Great Library, Leo; allied with me
Spanish: No embassy; Hanging Gardens; allied with me
American: No embassy; Pyramids, Darwin
Carthaginian: No embassy; Lighthouse, Sun Tzu, King Richard,
Indian: No embassy;

+1020 Refrigeration Gold to Leptis Parva for 1376
+1040 Tactics T0L2S8
+1060 Carthaginians build Michelangelo
Paris celebrates.
+1080 Mass transit Machine Tools Paris is size 24
+1100 Paris is size 25
+1120 Electronics American Engineer bribed for 1328g
+1140 Supermarket Paris is size 26
+1160 Mini Paris is size 27
+1180 Paris is size 28
+1200 Offshore Platform Computers tech bombed Spanish -> 150g. T0L0S10
+1220 Research lab Espionage
+1240 Spy Nuclear Fission
+1260 Nuclear Power Tactics -> Babylonian -> 50g.
Babylonian embassy established.
+1280 Mobile Warfare Spanish embassy established.
+1300 Nuclear Plant Robotics Spanish -> 150g. T2L2S6
+1320 Paris celebrates. Spanish -> 150g.
Indian embassy established
+1340 Laser Paris is size 29
+1360 Manufacturing Pl. Babylonians build Suffrage
Paris is size 30
+1380 Freight Recycling Paris is size 31. Diplomat disbanded
+1400 Carthaginians build Magellan. Paris is size 32
American embassy established.
Spanish -> 150g. Updated maps.
+1420 Recycling Center Carthaginians build Oracle. Paris is size 33
Power jumped to Strong delaying Flight
Carthaginian embassy established.
Engineer disbanded
+1440 Flight Paris is size 34. T0L2S8
Mobile Warfare -> Indian -> Polytheism
+1460 Battleship Last supported Engineer disbanded
+1480 Tank Radio Paris maxes out at size 35. T0L0S10
Gold to Leptis Parva for 888
+1500 Freight Advanced Flight T2L0S8. Sewer sold

Status at +1500
City Size: 35 Government: Democracy Gold: 3678 Techs: 74 Trade routes: 3
Structures: Marketplace, Library, Aqueduct, Bank, University, Mass Transit, Factory, Manufacturing Plant, Recycling Center, Nuclear Plant, Stock Exchange, Supermarket, Superhighways, Research lab, Harbor, Offshore Platform
Wonders: Colossus, Marco, Copernicus, Shakespeare, Newton
Units: 1 None settler, 1 None Engineer, 1 None Archer, 1 None horseman, 1 Armor, 1 Battleship, 1 Transport, 1 diplomat, 1 Spy, 1 van
Goals: Space race
Celt: Destroyed by Babylonians
Roman: Destroyed by Carthaginians
Russian: Destroyed by Babylonians
Babylonian: 6 cities, 52 techs; Great Library, Leo, Suffrage; allied with me
Spanish: 9 cities, 60 techs; Hanging Gardens; allied with me
American: 6 cities, 57 techs; Pyramids, Darwin
Carthaginian: 7 cities, 33 techs; Lighthouse, Oracle, Sun Tzu, King Richard, Michelangelo, Magellan
Indian: 3 cities, 47 techs;
 
Here is how my game went on:

580 Russia: 250g
600 Grav.->Metall Babylon: 300g
640 Metall->Refin., get Magnetism from Babyl.
660 Newton college
680 Ref.->Electr.; gems(d) 720
700 Electr.->Electron.
(Spain builds Darwin and picks Leadership)
740 Electron.->Steel
780 Steel->Comb.(1350), get Leadership, salt(d) 376g
820 Comb.->Autom. gold(d) 690
840 Auto->Mass Prod.
860 Superhighways, almost made it to mass prod., get conscr. from Spain
880 Mass Prod.->Atom Theory
920 A.T.->Tactics, get Communism
960 Tact.->Mach. Tools, gems(d) 988
980 Mach. T.->Esp., gold(d) 1005
1000 Esp.->Mini

stats at 1000 AD:
city size 26; techs: 58; gold: 5561; city: Temple, Market, library, aquaeduct, bank, university, public transport, factory, sewer, Superhighways, harbor; Colossus, Copernicus, Shakespeare, Newton
units: 1 settler, 1 engineer, 2 ancient army, 1 dip, 1 explorer, 5 vans, 1 trireme

1040 Mini -> Computers
1060 bribe indian engineer 796g
1080 Comp.->Flight bribe another engineer 828
1100 science lab almost made it, bribe rifleman 396g
1120 Flight->Radio(1860); gold(d) 558
1140 Radio->Refrig.; salt(u) 311
1180 Refr.->Adv. Flight
1220 Adv. Flight -> Rocket
1260 Rocket -> Space(2112); gold(d) 768
1300 Space->Plastics, gems(d) 924
1320 Carth cancel alliance after refused adv. flight
1340 Plast.->Nucl. Fisison
1360 Apollo built. We are not really all set to build our ship though...
 
So this seems really interesting: By 1000 I was one tech ahead of Ali which should not be much in a game with 1 or 2 t/a. Still, my Apollo was done in 1360, whereas Ali's will be done a few turns after 1500. Furthermore, I had been behind (by numbers) in the BC era. How came? I was pursuing a tech path to space flight with avoiding how much as possible between monarchy and tactics, prioritizing corporation, automobile and computers. I didn't care about increasing my productivity much and followed some very great suggestions that were posted here a while back about how to build an OCC-spaceship with a city only doing 40 shields. ;)
 
Interesting indeed. However, I have a tendency of delaying Flight as much as possible and then delaying Apollo until I am ready to build one space ship part per turn. As you notice I have all the infrastructure I am going to need by +1500 with the last piece, a recycling center, coming on line in +1420. Afterwards I built a couple of defensive units (battleship and tank) and then a few vans that I need to get the SS Modules in one turn.

Once I started the space race it went as planned with one exception caused by a Carthaginian landing on my home turf.

There is a reason for this pattern of behavior. In this game the rivals were too rational to cause trouble near the end but they usually do. Building Apollo before you are ready to engage full force in the space race is typically too dangerous because it allows rivals who have gained space techs (sometimes by stealing it from you) to start building up their ship.

The 3 turns I spent on defensive units may have been too much; I could certainly do without the battleship but in comparison to games when I expect much hostility my preparation was really minimal. In those games, I build barracks, port facility, airport, SAM, city walls, coastal fortress and as many units I can afford without falling below 60 shields per turn.

Building a spaceship with 40 shields per turn in production takes a great stash of money or many units. In a competitive game it is really hard to put away that much. You, of course, managed to do that. Your treasury of 5561 in +1000 is impressive.
 
I tried this game, and was in a hurry today. Things did not go according to plan, that is turtling. I got quite a few mil units, and a messed up tech tree (was going for early Republic) due to all the contact and wiping out of civs. Republic was up to 90 turns at times. So I decided to be nice and trade (and gift), esp. the Purple. At one point a civ I wiped out respawned with units on the other side of mine who killed their capital. Rome (I had wiped the white out at least 2 times) wanted to swap Republic, and I contacted the remaining 2 civs to gift it. I still have not met Carth, as my shields wont work out to support a Trireme for them, so the trade trireme for the Spanish is circling the world to snatch the island huts.

I have not been able to make any wonder except Colossus by 1000 BC, which means the odd-pop issue has reared its head, and caused the growth to stop at 19 at 950 BC. Wonders are too expensive even to IRB with caravans, so happiness to force growth has to be done with taxes, colosseum, and cathedral, and this locks you at 13 until cathedral gets you to 19.

It takes HG or ST to get pop 20 and the taxmen beyond, but will probably skip HG and make KRC then ST. It does not look remotely like a 1AD SS is possible, as the AI civs were too hammered when I was attacking, and it does not seem the remaining ones have progressed enough. Should not have attacked everyone so soon (well 2 sneak attacked me, so it was not all me), but it seemed like the thing to do since I was not getting many techs and gold from huts.

A key thing for me so in the Pre-1000bc has been that I have often not had science going. I used early market both for gold, and especially for happy guys since I took Colossus instead of HG. Colossus is the way to go, by a long shot, but both would be idea though just not possible this game for me.

Not sure I will be able to finish this game, but will later make a timeline of how it started.


EDIT: Been reading my own stuff, esp. summaries in Nethog's tech tree (I have not played OCC spaceship in many years). Forgot about what Theology does and how it affects OCC, and that is they key to the early unlock without ST, so will obviously not get the ST especially considering all the NONE units in this game, and will make HG as soon as hitting Theology and having the caravans/gold. My Republic came in 2850BC when I unexpectely got it from the Romans in trade shortly after going to Monarchy when Republic was showing about 30 turns to finish.

In BC800, I have improvements except Barracks, Granary, Walls. I have RB'd or IRB'd all improvements instead of building them, which is why I have often used zero science to raise gold. The wonder I have is Colossus. First trade was BC1450 Salt-Madrid(d-432)(Cap-500), when an advance cost 750b. In BC925, Gold-Toledo(d-540g). Toledo is much smaller than Madrid, and Sci cost 810b so cap was 540 which means I got the shaft and lost gold and beakers. My 3rd delivery was Wool-Madrid(ud-320), in BC875, and obviously was not capped. I do not have roads built yet, as I've had to trade off settlers to get the improvements to keep growth on schedule, as well as build trireme and caravans. Also, a settler would kill the 20 shield output which would waste tons of gold/shield (had to Forest a tile). So those have to wait until KRC and HG I think. HG is not going to last long, so tonight I have to compute if it will be worth it to max the pop. But as I have no intention of going to Democracy in this OCC, the courthouse is not an option for the final happy citizen which is required to fully grow. Unhappiness is not a problem, and in fact ST would be stupid to build as it would not help any growth at all since they key is a Happy citizen, not a content one. ST would allow sale of Colosseum and Cathedral, but that can wait. Busy today, can't play more until late tonight, but will see how it goes then.
 
... due to all the contact and wiping out of civs.
Why did you want to wipe them out? Were you going for OCC conquest?
I have not been able to make any wonder except Colossus by 1000 BC
Neither did anyone else (of the 4 reporting here).
... and caused the growth to stop at 19 at 950 BC
Are you telling us your one city reached size 19 by -950? That is unbelievable. How did you achieve that? (The rest of us were at 4,7,7, and 12 at -1000.)
but will probably skip HG and make KRC then ST.
Did you place your city at the intended 4 special site? Why do you need King Richard's? Isn't there enough shield producing tiles: Whale, gold, wine, oasis, forest, and all that shielded grass?
It does not look remotely like a 1AD SS is possible
You were expecting to start building space ship parts in year +1? Is that even remotely close to anything anyone has ever achieved with OCC?
 
Why did you want to wipe them out? Were you going for OCC conquest?
Yes, I was going to exterminate the enemy infestations. I "normally" play OCC as conquest, but have not played OCC at all since 2011. In the early 2000's, I played SS early landing like many of the 'pioneers' did back then. I've planted a SS with as small as size 4 OCC (where you are limited to size 4 city maximum at any time).

Are you telling us your one city reached size 19 by -950? That is unbelievable. How did you achieve that? (The rest of us were at 4,7,7, and 12 at -1000.)
No not for a 4 special. That would not even be 'the best' if some of the old names were playing. Were I to redo this game with the intent of SS from the start, it would be size 19 well before b1000 I think. I got sidetracked in part because I had lots of units and such extraordinarily fast access to 4 civs via those rivers. I should have controlled and directed those civs, and used them for research assistance... instead, I killed them off. That is not good, and a big mistake for OCC SS. In some cases, I was flanked with villages that I did not know had gotten behind me, like with the Romans (which came from dead Russians, which came from dead Celts). It turned out to be a big distraction, and the Celts should have been left alone in the River start they had. I think Rome (or Russians) in fact took some of my huts (at least 2), which the Celts never would have reached. The Purple (or Green) also took either 1 or 2 of mine.

The most important thing is early game growth. My plan at the start was for direct early Republic, and eliminate some civs and control hut use. But Civs kept restarting, and I did not get as many techs early, and many I got were totally off track and at times research completion of Republic hit 90 turns. I had immediately started Colossus, due to so many units. Then found Trade, and with hindsight, it was a huge mistake to be locked into a wonder so early, with no option to make anything else or to use partial buys.

Then along came Monarchy from a Hut, and after wasting a turn of science and production changing Govt, came a trade for Republic about 3 turns later.... huge waste, since you cannot avoid a turn of Anarchy in switch, even in an Oedo year, with one village.

It would be my thought that on this map, at least size 12 should be reached in all outcomes by b1000. The time from 12 to 19 is short, once being started, so anything in the 12 to 19 range at b1000 would be about 'on track' for this special start map. I would assume that to stay at size 4 would mean long term Monarchy, and with all the NONE units, this seems the slow route.

Marco Polo might be able to shave a few turns, but in my case since I was locked into long wonder building (not unit/caravan) from about turn 4, I was unable to use the mighty IPRB to trim the early game turns and make it. I had thought (at first) it would not be needed, with the custom map and "ideal" start location. And by the b1000 era, city growth and science (improvements) took resource priority. In fact, Marco Polo became obsolete and I did not build it until the 1750's.


Did you place your city at the intended 4 special site? Why do you need King Richard's? Isn't there enough shield producing tiles: Whale, gold, wine, oasis, forest, and all that shielded grass?
1. Yes.
2. Mathematics.
3. No.


You were expecting to start building space ship parts in year +1? Is that even remotely close to anything anyone has ever achieved with OCC?
It crossed my mind that an AD 500-ish landing might be possible. I have never played with a totally "ideal" setup (Rivers, overseas trade via trireme before Inv/Nav/GT200, total turtle terrain, long rivers into enemy city centers, huts that the AI had no chance of taking even its its own village radii, etc.).

I wonder what could be done with focused SS play from the beginning. Since the map was known, a replay has no advantage like most maps, but I dont have time to redo it now. Possibly landings between 1500 and 1600 I think. I landed in 1755.



My game is done, but I could not do the final part until today, as RL is quite busy now. It may be too late, so I'm not going to type up the log from my notes (I played at near warp speed). But I did keep the 3 saves in case.

End game summary:
Spoiler :
AD1754, GT215
1 Eng, 1 Rif, 2 MI, 1 Trans, 3 Spy
CITY: Sz34 TLS820 6225g 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,5Weeds,1Barb (34)
 
haleewud
Wow, Philosophy from a hut gives Republic in 3300 BC. I thought I did well to get it in 2250BC. It will be interesting to see how much of an advantage it will really be.
That can be a double edged sword. See next comment.

Inkerman
3250- Build temple. Start Colossus. Become Republic.
In this game, with the rivers and NONE units, ER can work without the -1 food/-1 shield penalty since you will not need a supported settler. It will help Science a bit, but the -1 gold for the Temple offsets it a bit. You have to push the early growth with high Lux this early though, then drop back. I had intended to do this, but uncontrolled techs coming from huts swamped my Republic research, and would not give me Republic :(. Monarchy can do almost as well, very early on, esp. if Colossus is built, due to the Celebration benefit of Monarchy in OCC. You only get hosed if you have to do both Govt's in short order because of the double Anarchy and double Celebration push (as happened in my game, lol).

Ali Ardavan
In this game the rivals were too rational to cause trouble near the end but they usually do.
You can say that again. Almost no fighting at all between my and the enemies.

Part of this is because I was not Supreme (I was Mighty, Key Civ Orange) in Mid Game (as can be expected in OCC), but remained in 2nd place (I think because I killed off so many Civs, and cause all except for the Carth and Spanish to be "********"). At the very end the Carths pushed me to Strong, and since the Key Civ was dead, my science went from 2900 to way over 6000.

The Spanish were supreme, and were totally focused on making a SS as mine was enroute. My spies had sabotaged everything possible since Espionage, and if war came at the end, the terrain type would have allowed a good spy defense.


Inkerman
Tactics, as well as boosting conserved military if you have Leonardo, is needed for Machine Tools -> Miniaturization -> Computers but it would indeed have been better to get Automobile first.

Ideally someone else develops Tactics, allowing Feu, Chi and Lea to be bypassed.
The uncontrolled huts locked me into taking all the awful routes, and I was unable to bypass nothing... in large part to having wiped out 3 civs early on, that have river access (not a good idea in hindsight). This meant their research never contributed to gaining Advances in mid and late game. I think I only gained about 2 mid game advances from the Spanish (and that was due to my trading with them and boosting their routes massively).

Always for OCC SS, Auto is the primary target (fastest path possible), for its SHs. Its a massive boost, esp. with trade specials. Computers is far less important than SH for a 21-trade tile village, esp. with Colossus, rivers, and SH.


Inkerman
Establish Embassy with Babyls. 4 cities, 20 techs, 284g. Researching Medicine.
Establish Embassy with Americans. 4 cities, 21 techs, 258g. Researching Astronomy.
interesting to see the Parallel universe of alternate reality. Both these died in the first few turns in my world, with Babs becoming Zulus then extinct, and Ams evidently becoming extinct after losing their only village. White would never die, kept killing them, and was not able to kill off Rome completely after they got walls up at their capitol (could have killed them in Late game when spies got their walls, but it was pointless by then). Purple got to 2 villages max, and only Orange and Yellow had multiple villas. Yellow was slowly eating orange, but lost the space race by a long shot despite its many huge cities.


haleewud
-150 Size 10, Salt to Madrid for 432, T/L/S = 8/2/0, hire 1 Einstein
"1 Einstein" This is crippling to yourself, on this map. Esp. with any trade routes active and Colossus and/or post-BB.

Inkerman
... we also built a battleship and Leonardo. The idea of the latter was to take my several mobile units to cavalry and deny it to the AI, as well as for points.
The huge benefit of Leos is also and especially Gold. Disbanding a 60-shield unit in a Wonder gives 4 gold per shield. 30 shields at the right time can allow a 1-turn wonder with an IRB, instead of having to buy the entire thing. This can also be true in the space race. Efficiency in shield balance saves time and gold. For me, Leos was (5x20+4x10) extra shields, which saved an end-game production day and allowed completion of the final unbuilt game wonder (though I did not of course know that specific outcome at the moment of making Leo's, I did plan on using the shields after Leo upgrades).

Battleships are no match for Vet MechInf on rivers with Vet spies sabotaging them on the coastline. Naval war never came for my game, in large part because wounded ships tend to turn around when enroute. Hence, with this kind of jutting land layout (or transport assist), Spies are quite efficient for preventing naval battle even when you are at war.



haleewud
27 huts were popped during the segment below, I got 7 units (all NON, 4 fast), 8 tech, 8 money, 3 Barbs and 1 Weeds.
I counted 37 I "should" have had, including the 3 island and one from the north shore of the Carthage center island that I got. I only had 34 though, so the AI took 3. I think it was mostly Roman and maybe a Purple. The Romans were in position due to my not realizing they were restarting and its impact on huts, when I killed Celts, then Russians, then beat on but did not wipe out the Romans.

My HUT numbers were:
11 Techs, 10 Units, 7 Gold, 5 Weeds, 1 Barb (horseman)
Units: 5 Ar, 3 Hor, 1 Char, 1 Cru
 
3250- Build temple. Start Colossus. Become Republic.
...
2950- Hut: 25g. About to grow - lux to 30%. Move worker to gold.
2900- Size=3. Lux to 40%. Give Philosophy to Indians.
2850- Size=3 now celebrating. Hut: Barbs.
2800- Size=4. Hut: Weeds.
2750- Size=5.
Americans develop Currency.
2700- Size=6. Swap Philosophy to Americans to get Currency. Lux to 50%.
Start on Writing.
2650- Size=7, max. Swap Philosophy to Babylonians to get Writing. Lux to 30%.

My "Early Republic" that became very "Late Republic" (due to techs) was size 4 to 12:
b2450 - Size 04, Start Celebration with all 4 specials (20% Lux, Colossus+temple)
b2300 - Size 06, Mkt
b2200 - Size 08, TLS730 Colosseum
b2100 - Size 09, Aquaduct
b2950 - Size 12, end.

Comment: Shakespeare is nice, but was too expensive and could not be IRB'd, hence even more waste and cost if attempted. The real limit in a Republic is size 19, where you need help from HG, hence HG is more important later for the 12 to 20+ growth. In this game, I could afford a Colosseum (and later Cathedral), but not ST. This is how you can go straight to 12, "cheaply". You get some of your money back later, when you sell back the Colosseum and Cathedral as you complete ST. Its important to do this to amplify the mathematics behind the rarely understood KRC, which was a good advantage in this game. My ST came in a0360, with an immediate (28g+3g) boost as I sold off the 3g Cathedral, and dropped lux to 0.

My order was Col,HG,CO,KRC. After KRC, you build whatever you please in Midgame. However, since I built KRC quite late this time, it only returned about 520 shields (vs a "typical" 700 to 900) and about 300g equivalent. However, the early part of this game did not go according to plan, and I put this off too long. The boost was important here, in large part because it would provide 40+ shields, and this was an OCC which means the IRB multiples are very favorable to a 40 shield output with little waste. The bad thing for 40 in OCC are making caravans, where you need 160g to RB Barracks, then waste 10s. But since the caravans were generating 600+g/b, it was easily worth it.


Ali
+0540 Railroad Dye to Boston for 128
Overseas routes were much more valuable for me, even if my Americans were still alive. For me, overseas demanded Dye to Toledo was 536b (nocap) in a0360.

I did not get RR until a0620, when all prior techs were done. I was getting about 600g/600b before RR, and with Gems & Gold, hitting the Cap. My tech cost was 1458b just before RR. Key civ was Orange, and gifted.
 
-150 Size 10, Salt to Madrid for 432, T/L/S = 8/2/0, hire 1 Einstein

"1 Einstein" This is crippling to yourself, on this map. Esp. with any trade routes active and Colossus and/or post-BB.

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.


Monarchy can do almost as well, very early on, esp. if Colossus is built, due to the Celebration benefit of Monarchy in OCC.

What do you mean by this? Is it really possible to get celebration growth under Monarchy in OCC?
 
...The end was quieter than expected. In preparation for the end game I did make a battleship and a tank to augment my ancient military force of one archer and one horseman. However, I did not engage in any battles. I am glad I decided not to make any more military units. The quiet was of course no accident given the choice of rational rivals, but somehow I expected more hostilities at the end. ...

My endgame was far from being quiet. I have never seen Babylonians act so unbabylonian before. Maybe they have found a taste for blood when they wiped out the Celts very early in this game. ;)

1040 Mini -> Computers
1060 bribe indian engineer 796g
1080 Comp.->Flight bribe another engineer 828
1100 science lab almost made it, bribe rifleman 396g
1120 Flight->Radio(1860); gold(d) 558
1140 Radio->Refrig.; salt(u) 311
1180 Refr.->Adv. Flight
1220 Adv. Flight -> Rocket
1260 Rocket -> Space(2112); gold(d) 768
1300 Space->Plastics, gems(d) 924
1320 Carth cancel alliance after refused adv. flight
1340 Plast.->Nucl. Fisison
1360 Apollo built. We are not really all set to build our ship though...
1380 1st structure
1400 N. Fiss.->N. Power(2277); 2nd sruct.; wool(d) 644
1440 N. Power -> Laser
1460 Nuclear plant
1480 Spain cancles alliance
1500 Laser -> Guerilla
1530 Guerilla->Superconductor; 9th structure
1540 Denied tech ends Babylonian alliance as well
1550 bribe rifleman 428g
1560 Supercond.->Fusion
1580 Babylon sneak attacks with fighter, Russia, America, India join the war, time to build city walls
(spanish troops land near Orleans, this is not looking good...)
Take a loooong break and finish #144 first

1590 hail spanish, pay 100g for peace, alliance for war declaration on carths, pay 900g so they declare war on Babylon
1600 final structure
(hailed by america, gift Computers, get 200g)
1620 Fusion->Labor; 2nd comp., Babyl. have mobwar, are at war with all
1690 2nd Module completed, Babs attack with tanks, lose to fortified rifleman on mountain
1710 Basic spaceship 15-3-3-1-1-1 launched! Finally time for some protection
1711 Bab bomber kills rifleman in Orleans
1712 bab tank bribed for 1000g
1715 Bab bomber kills fighter in Orleans, bribed for 1000g
(gift spaceflight to India and Amrica, get 50&200g gift
1717 another Bab tank bribed 572g
1719 things are looking good now, america has 1 struct., india 3
1722 Finally found the time to build stock exchange
1724 1 final delivery to india
1725 There we are!
 
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