Game 3: Picking up from 225 bc in game 2 so the first 6 huts are already exactly the same and i will reload the game as necessary to match the final 4 local huts (2 Swamp and 2 jungle) and the far north little island hut to establish the most even possible start to that point to provide for the best possible comparison game. Next 5 huts are: Swamp 50 gold, Swamp None Nomad, Far North little island 50 gold, Jungle Horde of Horses, Jungle: Horde of Horses. Also to keep this as even as possible, did not build any swamp cities until the swamp huts were opened and likewise with jungle cities.
Northia huts when they begin to be opened is where each game will take on its own unique path including the various aspects of whatever luck may bring.
Factors in choosing tech path:
- Want
Democracy more than any other tech, but wish i could get it without the penalties brought forth by Invention. This is possible if a foreign civ comples Invention/Democracy and then Democracy is traded for, but is fairly rare... and then it seems that most of the time the tech path will force you to choose Invention at some point..
- Navigation too would be fantastic, most especially in more swiftly covering the vast distances between trades, but since it halves trade bonuses i would prefer to avoid it for a while as well as astronomy.
- Avoiding Invention for two reasons, one is that it takes away the possibility for more tech in huts (i believe) and the other is that it halves trade bonuses.
- Avoiding Navigation for only one of these two reasons which makes Invention the even more urgent tech to avoid. As part of avoiding Invention, i will also avoid some of the techs which lead to Invention, most especially
Engineering and secondarily The Wheel.
- Avoidance of Invention and Navi keeps trade bonuses at full value for the time being, but then with Democracy, the accompanying elimination of all corruption as well as all of the celebration growth it opens up, Democracy nearly doubles trade values back to where they were as well as perhaps tripling or quadrupling the civ's Gold income.
Thus the primary techs to avoid for now as listed by priority are as follows:
Invention, Navigation,
Engineering,
Astronomy, Wheel (possibly), Mathematics (possibly).
Preferred Tech path unless certain new techs shift these priorities (which almost certainly will be the case upon Marco's with tech trading and with tech huts):
Seafaring
Ceremonial Burial, Mysticism,
Philosophy, Horseback, Polytheism,
Monotheism
Construction (2 removed from Invention, but highly valuable, especially once Michelangelo's is built).
Warrior Code, Feudalism,
Theology
Banking (towards Democracy while not being towards Invention) Or Medicine (towards Sanitation).
Mathematics (2 removed from Navi).
University
Chemistry or Economics.
Astronomy (one removed from Navigation) / Theory of Gravity.
Wheel (2 removed from Invention).
Astronomy (one removed from Navigation)
or Engineering (one removed from Invention) /
Sanitation
Navigation
Invention /
Democracy
Gunpowder /
Explosives
200:
Trade > Warrior Code (Seafaring not offered). > T 80 / S 20. Upon Marco's if no foreign civ has
Seafaring, i will likely turn up science rate until it is completed and until then we wait : ).
Preferred Wonder Path: Michelangelo's, Bach's, Magellan's, Leo's (or possibly Leo's then Magellan's depending upon the circumstances at the time).
200:
Built 11, 4 special deforested coastal Plain/river Super City on Forest island. Rushed first of two wonder caravans to 50 shields and it will emerge next turn.
175:
Swamp hut (21 attempts to get desired result): Nomad, Nomad, Nomad, Supported Legion, Nomad, Nomad, Nomad, Supported Chariot, Nomad, Nomad, Nomad, Nomad, Nomad, Horde of horse, Banking, Horde of Horse, Nomad, Nomad, Nomad, Nomad,
50 gold. Going with this one : ). Nomad result which couldn't be kept was 15/21 = 71.4%.
Built 12, Grape with internal mine @ 2/10.
Built 13, N/E tip of Tundra island with Fish and shared whale. 2 cities one of which is the capitol now require Lux which is adjusted from 0 > 20 to accomodate the Low food cap. The other city which is currently producing 0 net shields remains in riot.
150: 2nd wonder caravan emerges, rushed in previous turn from 0 > 50 for 150 gold.
125: 70/200 shields + 2 caravans + 120 gold fills 200 shields.
100:
Marco's
Assessment of foreign civs:
- My civ amazingly is only "mighty" and the most likely candidate for Supreme is the Neutral English which has 7 cities whereas the next highest city count among the foreign civs is 4. As another strong supporting evidence, f11 indicates that the English are 1st in population. As such there seems to be a good likelihood of forming an alliance with them and possibly getting some of their 303 gold this turn. Since they have not met anybody as yet, there is no complication with having to make war with England's enemy. Will likely approach them 2nd to last to increase the number of techs i will have to gift them.
- Chose to save my gold and to trade for all possible techs (except for The Wheel), rather than holding back on this, trading for my tech in progress and attempting to research
Seafaring on my own. Hoping one of the foreign civs picks it up soon or that it turns up in a Northia hut
Before:
Country/Map Making?/Rep?/MapTrade? Techs, Tech in progress:
Romans: Yes/No/No Cer, Iron, Myst, Warrior , ip:
Lit. Likely approach
4th.
Zulu: No/No/No Cer, Horse, Poly, Wheel, ip:
Map Making. Likely approach
5th.
French: ICY No/No/No Cer, Warrior, ip: Monarchy. Approach
3rd if my gold is under 50.
Spanish: Yes/No/No Cer, Myst, Warrior, ip:
Code. Approach these guys
2nd so antiquated
Code is more easily accepted.
English: Yes/No Cer, constr, horse, iron warrior, wheel, ip: Monarchy. Approach
6th.
Mongol: Yes/No/No Cer, Horse, Iron, Myst, Warrior, Wheel, ip:
Code. Go to Mongol
1st to gift them Code and no other techs.
Summary: Trade for everything except wheel i choose to avoid as an extra layer of protection against getting invention in a hut.
After:
Rep/Map/MapTrade Techs Tech in progress:
Romans: Yes/Yes/Yes , ip: ____
Zulu: Yes/Yes/Yes (Wheel), ip: ___
French: Yes/Yes/Yes ip: Monarchy.
Spanish: Yes/Yes/Yes, , ip: ____
English: Yes/yes/yes (Wheel), ip: Monarchy.
Mongol: Yes/No/No (Wheel) ip: Code.
Summary: Gain of 7 techs from 11 > 18. Beaker cost is now 342. Have 5 of 6 maps and 5 of 6 civs now have Republic. Will continue to gift the foreign civs their new techs in progress except for the mongols unless it is one of the two i am able to offer them. England which is most likely "Supreme" flatly refused an alliance as did the others i had an opportunity to invite.
End of Diplomacy Summation.
Updated preferred tech path (after striking 7 techs from the list):
Seafaring
Philosophy,
Monotheism
Feudalism,
Theology
Banking (towards Democracy while not being towards Invention)
or Medicine (towards Sanitation).
Mathematics (2 removed from Navi).
University
Chemistry or Economics.
Astronomy (one removed from Navigation) / Theory of Gravity.
Wheel (2 removed from Invention). 3 civs have this so i can very easily trade for this once i am ready for it.
Astronomy (one removed from Navigation) or Engineering /
Sanitation (Engineering being one removed from Invention).
Navigation
Invention /
Democracy
University
Gunpowder /
Explosives
75:
Built 14, Swamp/river with Spice, Whale and Peat. Unirrigated and none anticipated in the near future.
50:
Built 15, deforested plain on Forest island with pheasant and shared fish.
Built 16, deforested coastal plain on forest island with whale, shared pheasant and shared silk.
Built 17, deforested coastal plain on forest island with whale and shared pheasant.
1 ad:
Hut on little northern island south of the mainland (12 attempts to match the result from game 2): Tribe, Tribe, None chariot, mathematics, Tribe, Tribe, None Legion, Math, 25 gold, Tribe,
50 gold. Going with this one : ). Decided to leave one Settler there to built the 4 special future Super trade city and to build 2 exploring units for the trireme to come back and pick up (most likely diplomats unless i get very lucky one way or another and end up with seafaring).
1 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's. No wonders in production.
Republic, 17 cities, 9 settlers, 8 triremes, 2 diplomats. No buildings. 18 techs with none in progress as yet.
Income: 66 shields, 41 gold @ T 60 / L40.
Treasury: 156 gold.
Cities per island: Hill 6, Forest 4, Tundra 4, ice 2, Swamp 2.
City sizes: 5 size 2 12 size 1.
As compared to game 2, two games of intentionally equal hut luck to this point:
1 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's. No wonders in production. Republic, 16 cities, 9 settlers, 8 triremes, 2 diplomats. No buildings. 20 techs with Math in progress @ 23/567. Income: 60 shields (only 22 of which are from Hill island which is recuperating from the recent completion of several settlers), 38 gold @ T 60 / L40. Treasury: 205 gold. Cities per island: Hill 6, Tundra 4, ice 2, Forest 2, Swamp 2. City sizes: 5 size 2's, 11 size 1's.
20ad:
Built 18, Mountain with 2 fish and a gold (next turn will see the best mountain isle city built). With each ai civ (except the Monols) researching something new, Sci to 10% to choose next research project.
40: > Seafaring. Back to L 40 / T 60.
Built 19: Mountain/river 4 special site.
Built 20: deforested coastal plain on the s/w tip of Forest island with Fish.
Built 21: Tiny northern island, 4 special.
60: Jungle
Hut on 20th try:
Horse Horde. Trireme reaches the shores of Northia and the remaining settler disembarks.
80: 2nd Jungle
Hut: Horse Horde on 6th try. 10th intentionally matched hut of 10 and hereforth each initial hut result is the one that will be played.
Built 22, Northia coastal grassland 4 special site. Added pirates allows for the elimination of Luxury rate and a shift to T 80 > S 20 with only one elvis in the civ's only size 3 city. Planning to celebrate a few cities in several turns.
100: No cities built.
100 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's. Republic, 22 cities, 6 Trade Caravans, 3 settlers, 7 triremes, 1 diplomat. No buildings. 18 techs with
Seafaring in progress @ 26/399 and wheel available any time i want it. Income: 70 shields, 75 gold, 20 science @ T 80 / S20. 9 mines, 5 irrigation, 6 roads.
Treasury: 70 gold.
Cities per island: Hill 6, Forest 5 ,Tundra 4, Mountain 2, ice 2, Swamp 1, Northia 1, Northern tiny island 1.
City sizes: 1 size 3, 5 size 2's, 16 size 1's.
As compared to game 2:
100 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's. Republic, 20 cities, 4 Trade Caravans, 5 settlers, 8 triremes, 1 diplomat. No buildings. 20 techs with Math in progress @ 23/630. Income: 72 shields, 31 of which are from Hill island, 48 gold @ T 60 / L40. 9 mines, 2 irrigation, 4 roads. Treasury: 205 gold. Cities per island: Hill 6, Tundra 4, ice 2, Forest 2, Swamp 2, Plain 2, Grass 1, Northlands 1. City sizes: 1 size 3, 5 size 2's, 14 size 1's.
120: French develop
Monarchy. Traded them for it and gifted it to the other 3 civs who were researching it.
Built 23, deforested coastal plain with shared pheasant.
140:
Built 24, deforested coastal plain with whale and shared fish on the n/w tip of forest isle.
160: France builds Great Library.
180: Rome builds Great Wall. Initiation of Celebration in 2 cities. 1st Northia
hut: 50 gold.
200: English acquire
Engineering a tech i am avoiding for now.
Hut: Horse Horde.
220:
Hut: Seafaring (!).
Hut: 50 gold.
240:
Hut: 50 gold. Bribed barb horse which opens the next
Hut: Horse Horde.
260: Zulu acquire
Banking and i trade them for it. Coastal
Hut: Horde of horses, fortunately opened by a dip able to hop back into the boat.
Hut: 50 gold. Having reached 3 size 5s and 2 size 4's, there is very little celebration potential for the moment and Lux is reduced from 80 > 40 awaiting the next opportunity for several cities to celebrate all at once.
280: Romans develop
Feudalism and choose Banking as next project. Will trade for Feudalism before opening my next hut. Bribed barb horse 1 step from my only Northian city.
300: Traded the Romans for
Feudalism.
Hut: Supported Legion.
300 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's. 25 cities, 17 trade caravans (some of which may or may not be converted to wonder caravans), 2 settlers, 11 triremes, 2 explorers, 3 diplomats, 1 horse, 1 legion. Buildings: 1 temple. 22 techs and wheel/engineering are both available any time i want them.
Income: 104 shields, 62 gold.
Cities per island: Forest 7, Hill 6, Tundra 4, Mountain 2, ice 2, Swamp 1, Northia 1, Northern tiny island 1 (No grass, no plains, no desert).
City sizes: 2 size 5, 3 size 4, 5 size 3, 9 size 2's, 5 size 1's.
As compared with Game 2: One significant difference is that the current game (game 3) has zero Northia tribes at this point whereas game 2 had 4 Northia tribes to this point.
Pyramids, Hanging Gardens, Lighthouse, Marco's. Republic, 29 cities, 9 Trade Caravans, 0 wonder caravans, 5 settlers, 11 triremes, 6 explorers, 3 diplomats, 1 chariot. No buildings but 7 harbors in progress and there will be 9 in progress next turn. No wonders in production. Zero Trade Routes. 27 techs with Democracy in progress @ 31/630 (which is two or three strong trades). Income: 115 shields, 38 of which are from Hill island, 36 gold @ T 20 / L80. 10 mines, 4 irrigation, 8 roads. Treasury: 127 gold. Cities per island: Northland 7, Hill 6, Tundra 4, Forest 3, Plain 3, Grass 2, Swamp 2, ice 2. City sizes: 2 size 5, 3 size 4, 3 size 3, 4 size 2, 17 size 1's. Population: 1.1 Million. Land area: 786,000 sq. mi.
320:
Hut 50 gold.
340:
Hut: Supported Legion. Hut 50 gold. Lux to 80%.
360: French develop
Philosophy and
Medicine. Traded them for both and gifted phil to the civs researching it. Completion of
courthouse in Northia 22 which is soon to receive a demanded Silk trade and the courthouse allows the city to grow in celebration likely from 3 > 7 and to cut highly significant corruption in half.
380:
Built 26, irrigated swampland on swamp island with whale and peat.
Hut: City 27. Hut: Bridge Building. Hut: Horse Horde. 1 scientist to choose next research project.
Updated Desired tech path:
Monotheism
Theology
University
Chemistry or Economics.
Mathematics (2 removed from Navi).
Astronomy (one removed from Navigation). Then Theory of Gravity.
Wheel- 2 removed from Invention-trade for it / Engineering-1 removed from Invention-trade for it /
Sanitation.
Navigation
Invention / Democracy
University
Gunpowder /
Explosives
400: > Monotheism (71 / 832).
Hut: City 28.
400 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's. 28 cities, 17 trade caravans, 7 wonder caravans, 1 settler, 11 triremes, 1 explorer, 3 diplomats, 1 horse, 1 legion.
Buildings: 1 harbor, 1 courthouse, 2 temples. 25 techs and wheel/engineering are both available any time i want them. Zero trade routes.
Income: 131 shields, 46 gold @ T 20 / L 80.
Cities per island: Forest 7, Hill 6, Tundra 5, Mountain 2, ice 2, Swamp 2, Northia 3, Northern tiny island 1 (No grass, no plains, no desert).
City sizes: 1 size 7, 2 size 5, 9 size 4, 3 size 3, 6 size 2's, 5 size 1's. Population:
As compared with Game 2: One significant difference is that the current game (game 3) has 2 Northia tribes at this point whereas game 2 had 6.
Pyramids, Hanging Gardens, Lighthouse, Marco's. Republic, 36 cities, 16 Trade Caravans, 0 wonder caravans, 3 settlers, 11 triremes, 3 explorers (1 next turn), 4 diplomats, 1 chariot, 4 horse, 1 Legion. Buildings: 1 harbor and 9 in progress. No wonders in production. Zero Trade Routes. 27 techs with Democracy in progress @ 31/868 (which should be filled with two or three strong trades). Income: 164 shields, 39 of which are from Hill island, (ratio grows smaller). 53 gold @ T 20 / L80. 10 mines, 5 irrigation, 8 roads. Treasury: 14 gold. Cities per island: Northland 11, Hill 6, Tundra 4, Forest 5, Plain 3, Grass 2, Swamp 2, ice 2, Mountain 1 . City sizes: 1 size 7, 7 size 5, 3 size 4, 1 size 3, 10 size 2, 14 size 1's. Population: 2.1 Million. Land area: 1,039,000 sq. mi.
420: Spain develops
Mathematics and i traded them for it.
Hut: Monotheism (!). Already had 7 wonder caravans on Hill island and had to sell a temple to raise the gold for the 8th which will complete next turn and which will allow for Mike's to emerge in 460. Treasury: 13 gold. 1 scientist is set to choose next tech to research.
440: > Chivalry (74 / 924 - Theology not offered).
Hut: 25 Gold.
Hut: Supported Crusader. Hut: Supported Legion. Built 29, plain with shared whale and silk on tiny island just south of Northia, 8 caravans on Hill island fill 400 shields.
460:
Michelangelo's .
Hut: City 30.
Hut: None Crusader. First trade of game: Demanded Silk from Forest 11 with base trade of 16 to Northia 20 with Courthouse and base trade of 17:
616.
480:
Hut: 25 gold. Hut: Horse Horde. 2nd trade of game: Demanded Silk from Forest 15 with base trade of 14 to tiny northern island 21 with Courthouse and base trade of 17: 616. Fills beakers for Chivalry and 1 scientist will allow next tech to be chosen.
500:
Chivalry > Theology.
Hut: Horde of Horse.
Hut: None Crusader. Hut: 50 gold.
500 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's, Michelangelo's. Republic, 30 cities, 21 Trade Caravans, 0 wonder caravans, 1 settler, 13 triremes, 3 explorers, 3 diplomats, 3 crusader, 1 horse.
Buildings: 12 harbors, 2 courthouse, 1 Temple. No wonders in production.
Two Trade Routes. 28 techs plus wheel and engineering available through tech trading.
Income: 140 shields, 117 gold @ T 50 / L50. 9 mines, 7 irrigation, 6 roads.
Treasury: 54 gold.
Cities per island: Forest 7, Hill 6, Tundra 5, Northia 4, little north island: 2, Swamp 2, ice 2, Mountain 2.
City sizes: 5 size 7, 1 size 6, 5 size 5, 3 size 4, 1 size 3, 7 size 2, 8 size 1's.
Population: 3.03 Million.
Land area: 1,029,000 sq. mi.
As compared to Game 2
Pyramids, Hanging Gardens, Lighthouse, Marco's. Republic, 37 cities, 24 Trade Caravans, 0 wonder caravans, 3 settlers, 11 triremes, 6 explorers, 6 diplomats, 1 elephant, 1 chariot, 5 horse. Buildings: 2 harbors and 12 in progress, 1 Temple. 1 Aquaduct in progress. No wonders in production. Two Trade Routes. 28 techs with Democracy in progress @ 592/899. Income: 179 shields, 65 gold @ T 20 / L80. 10 mines, 6 irrigation, 9 roads. Treasury: 89 gold. Cities per island: Northland 12, Hill 6, Tundra 4, Forest 5, Plain 3, Grass 2, Swamp 2, ice 2, Mountain 1 . City sizes: 2 size 7, 2 size 6, 8 size 5, 4 size 4, 1 size 3, 10 size 2, 10 size 1's. Population: 3.04 Million. Land area: 1,251,000 sq. mi.
Areas where current game is out-performing game 2: Michelangelo's vs. No Michelangelos (until 740).
No invention (advantage) vs. having invention which equates to trade values which are up to double value and which equates to being able to open up additional techs from huts,
12 harbors vs 2 (but 12 in progress),
117 gold income vs 65, 28 techs each, but current game has access to wheel and engineering from other civs so this could be
30 vs 28 at any time.
Areas where game 2 was out-performing this current game: 37 cities vs 30 (including through 7 tribes vs 3).
179 shields vs 140 (for the moment).
Areas where game is even: 2 trade routes each, 3.03 population vs 3.04.
Prediction: Early Mike's, 11 current celebrations and up to double trade values will launch present game further ahead of game 2 by 600 ad and 700 ad.
520: Killed 2 barb horses all directly adjacent to city 30 and bribed a 3rd.
Hut: 25 gold.
540: Bribe of another menacing barb horse.
Hut: Supported Crusader.
Hut: Supported Crusader.
Hut: Theology (!) (29th tech). With huge celebration benefit from Mike's in Republic,
no rush for Bach's at this point which becomes Ultra valuable upon Democracy to allow a unit away per city and in the meantime i will choose to invest in additional harbors, aquaducts, trade caravans, settlers and explorers.
Updated Desired tech path:
University
Chemistry or Economics.
Astronomy (one removed from Navigation) / Theory of Gravity.
Wheel- 2 removed from Invention-
trade for it / Engineering-1 removed from Invention
-trade for it /
Sanitation.
Navigation
Invention / Democracy
Gunpowder /
Explosives
560: > University (3 / 990).
Hut: Horse Horde.
Hut: Supported Crusader. Hut: Supported Crusader. Bribe of 1 barb horse. Lux % increased from 50 > 60 to increase number of celebrations from
10 > 16. T 40 / S 0.
580: Zimbabwe completes Oracle. Other Wonders built by foreign civs to this point: France has Great Library and Colossus. Rome has Great Wall.
Hut: 50 gold. Hut: Horse Horde. Hut: Supported Crusader. Hut: Horse Horde. Disbanded one of two away crusaders to allow Northia 27 to initiate a size 3 celebration. Updated maps with all but the Mongol's.
3rd trade of game: Demanded Gem from Hill 09 with only 3 base trade to Northia 22 with courthouse and 18 base trade:
612. 4th trade of game: Demanded Copper from Hill 06 with only 3 base trade to Northia 22 with courthouse and 18 base trade:
424. Fills beakers for University and a single scientist will allow us to choose the next research project.
600:
University (30th tech) > Astronomy (0 / 1023). Chosen between Astronomy and Wheel.
Hut: Horse Horde. Hut: 50 gold. Hut: 50 gold.
600 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's, Michelangelo's. Republic, 30 cities, 22 Trade Caravans, 0 wonder caravans, 4 settler, 15 triremes, 3 explorers, 5 diplomats, 6 crusader, 3 horse.
Buildings: 21 harbors, 2 Aquaducts, 2 courthouse, 1 Temple. No wonders in production.
4 Trade Routes. 30 techs plus wheel and engineering are available through tech trading when i am ready for them.
Income: 160 shields, 132 gold @ T 40 / L 60. 9 mines, 7 irrigation, 6 roads.
Treasury: 156 gold.
Cities per island: Forest 7, Hill 6, Tundra 5, Northia 4, little north island: 2, Swamp 2, ice 2, Mountain 2.
City sizes: 9 size 8, 2 size 7, 2 size 6, 4 size 5, 1 size 4, 1 size 3, 7 size 2, 4 size 1's.
Population: 5.23 Million.
Land area: 1,233,000 sq. mi.
As compared to previous game (game 2):
600 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's. Republic, 39 cities, 24 Trade Caravans, 2 newly converted wonder caravans, 6 settlers, 12 triremes, 4 explorers, 7 diplomats, 1 elephant, 1 chariot, 9 horse. Buildings: 10 harbors, 1 Aquaduct, 2 Temples. No wonders in production. 3 Trade Routes. 28 techs plus Democracy completing next turn and Monotheism to be traded for which will be 30. Income: 183 shields, 72 gold @ T 20 / L80, 3 science. 10 mines, 8 irrigation, 9 roads. Crucial bridge connecting 4 hill cities and all of Hill island to be completed in 3 turns. Treasury: 11 gold. Cities per island: Northland 14, Hill 6, Forest 5, Tundra 4, Plain 3, Grass 2, Swamp 2, ice 2, Mountain 1 . City sizes: 2 size 8, 2 size 7, 1 size 6, 7 size 5, 6 size 4, 3 size 3, 7 size 2, 11 size 1's. Population: 3.78 Million. Land area: 1,450,000 sq. mi.
Areas where current game is out-performing game 2: Michelangelo's vs. No Michelangelo's (until 720).
No invention (advantage) which equates to trade values which are up to double value and which equates to being able to open up additional techs from huts (as has been taking place)
vs. having invention, 21 harbors vs 10,
132 gold income vs 72,
30 techs (and 32 when ready) vs 28.
9 size 8 and 2 size 7 vs. 2 size 8 and 2 size 7. Population 5.23 million vs 3.78. 4 trade routes vs. 3.
Areas where game 2 was out-performing this current game: 39 cities vs 30 (including through 8 tribes vs 3).
183 shield income vs 160.
620:
Hut: City 31. Hut: Horde of Horse. Hut: City 32. Lux increased from
60 > 70 to keep certain cities celebrating and/or as necessary in initiating new celebrations especially in cities size 7 or above. Bribed a barb horse and killed 3 others.
640: Bribed a menacing barb horse.
Hut: City 33.
Hut: 25 gold. Hut: Supported Crusader. Hut: Horde of Horse. 5th trade of game,
Demanded Wine from all-ocean size 10 Super trade city Tundra 13 with courthouse and 26 base trade to city 29 on tiny island near Northia, size 2 with only 4 base trade (and 6 corruption):
600.
660: Bribed 2 barb horses next to 2 cities and killed 3 others nearby.
Hut: The Wheel (31st tech). Obviously didn't want this one yet with 4 other techs i wanted first before trading techs for it.
Hut: Astronomy (better : ) and 32nd tech) Hut: Supported Legion. Built 34, Jungle/river with 4 specials (and city square is not irrigated). 6th trade of game, Undemanded Gem from size 8 trade city Forest 17 with courthouse and 22 base trade to size 11 Northia 22 with courthouse and 24 base trade: 380. Landing this trade in 22 triggered gold to be demanded and even though the beakers are full, i decided to land the trade for the significant gold bonus instead of waiting 2 turns, one for the next tech to be chosen, then another turn for the tech to be completed. 7th trade of game: Demanded Gold from Forest 11 with 21 base trade to Northia 22 with 24 base trade: 770. Landing this gold commodity now triggered a silk demand and since i had a silk trade in the same boat as the gold, ... 8th trade of game: Demanded Silk from size 8 Tundra 04 with 21 base trade: 770. Bountiful reaches a peak of 2041 treasury before liberally re-investing it down to 257. One scientist set to choose new tech.
Updated Desired tech path:
Chemistry (towards Explosives)
Economics or Theory of Gravity.
Engineering-1 removed from Invention-trade for it / Sanitation.
Navigation
Invention / Democracy
Gunpowder / Explosives
680: > Chemistry. Bribed a barb horse and killed 2.
Hut: Horse Horde. Hut: Economics (33rd tech). Built 35, Jungle with whale, shared Banana and shared fish. One scientist to complete Chemistry (blanked out on this due to playing too many one city games and if i had a scientist in each of 2 cities the tech would have been chosen and completed last turn).
700:
Chemistry (34th tech) > Engineering. (The only other choice offered was Navigation).
Built 36: Northia coastal grassland with shared Pheasant.
Built 37: Northia coastal grassland with Spice and shared whale. City 37 demands Silk which leads to
9th trade of game: Demanded Silk from Forest 16, size 10 with 23 base trade to size 1 Northia 37 with 3 base trade:
630.
Built 38, Northia grass/river with shared wheat/river.
10th trade of game: Undemanded Hides from size 9 Hill 05 with a courthouse and 22 base trade to size 10 Northia 22 with a courthouse and 22 base trade:
460.
Hut: Theory of Gravity (35th tech). Traded for
Engineering (36th tech) and set a scientist to choose next research project.
Updated Desired tech path:
Sanitation.
Navigation
Invention / Democracy
Gunpowder /
Explosives
700 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's, Michelangelo's. Republic, 38 cities, 28 Trade Caravans, 0 wonder caravans (though a small number of trade caravans might be recruited depending upon what happens next), , 6 settlers, 18 triremes, 7 explorers, 4 diplomats, 5 crusader, 2 horse, 1 legion.
Buildings: 22 harbors, 10 Aquaducts, 6 Courthouse, 1 Temple. No wonders in production.
10 Trade Routes.
36 techs.
Income: 152 shields, 130 gold @ T 20 / L 80.
Land improvements: 9 mines, 8 irrigation, 8 roads, 2 bridges.
Treasury: 234 gold.
Cities per island: Northia 10, Forest 7, Hill 6, Tundra 5, little north island: 2, Forest 2, Swamp 2, ice 2, Mountain 2.
City sizes: 2 size 12, 1 size 11, 3 size 10, 4 size 9, 3 size 8, 0 size 7, 2 size 6, 3 size 5, 5 size 4, 1 size 3, 3 size 2, 12 size 1.
Population: 8.38 Million.
Land area: 1.387,000 sq. mi.
As compared to previous game (game 2):
700 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's (Michelangelos emerges next turn). Democracy, 47 cities, 27 Trade Caravans and 2 newly converted wonder caravans, 7 settlers, 13 triremes, 5 explorers, 9 diplomats, 1 elephant, 1 chariot, 9 horse. Buildings: 13 harbors, 2 Aquaduct, 2 Temple. 4 Trade Routes. 30 techs. Income: 211 shields, 184 gold @ T 40 / L60, 0 science. 10 mines, 9 irrigation, 11 roads, 1 bridge. Treasury: 224 gold. Cities per island: Northland 20, Hill 6, Forest 5, Tundra 5, Plain 3, Grass 2, Swamp 2, ice 2, Jungle 1, Mountain 1 . City sizes: 1 size 10, 1 size 8, 2 size 7, 4 size 6, 10 size 5, 4 size 4, 4 size 3, 6 size 2, 15 size 1's. Population: 4.78 Million. Land area: 1,638,000 sq. mi.
Areas where current game is out-performing game 2: Michelangelo's vs. No Michelangelo's (but game 2 will at last have this wonder next turn).
No Invention (advantage) which equates to trade values which have been up to double value and which has equated to being able to open up additional techs from huts (as has been taking place)
vs. having invention, 36 techs vs. 30 (
including 8 techs from huts vs. 1, largely as the result of carefully avoiding Invention),
10 trade routes vs. 4 (as well as trade bonuses that were pre-Invention/pre-Navi which resulted in the bonuses being up to double),
22 harbors vs 13,
10 Aquaducts vs. 2, 6 Courthouses vs 0, City Sizes: including 2 size 12, 1 size 11, 3 size 10, 4 size 9, 3 size 8 vs: 1 size 10, 1 size 8.
Population 8.38 million vs 4.78.
18 triremes vs 13.
Areas where game 2 out-performed this current game: 47 cities vs 38 (including through 11 tribes + 1 nomad vs 6 tribes + 0 nomads).
211 shield income vs 152. 184 gold vs 130 (due to High Lux in current game to reach size 12s).
Areas where the two games are relatively even (with current game listed first): 28 trade caravans vs. 27, 6 settlers vs 7.
Assessment: The current game played more the way i would have hoped and the foremost keys to the success of this current game vs. Game 2 to this point have been:
1) The
avoidance of Invention allowing for 7 extra techs (8 techs total) from huts and for heightened trade values (along with avoidance of Navi).
2) A much more favorable tech path including
early Monotheism/Michelangelo's which has resulted in massive early and easy celebration growth along with 10 huge trade bonuses largely as a result of this.
720: > Sanitation (1096 / 1296).
11th trade of game, Undemanded Salt from size 12 forest 11 with 26 base trade to size 10 Northia 22 with 22 base trade:
428. Fills beakers for Sanitation and triggers Silk demand for a trade that is ready to land but held back until next turn. Refraining from huts this turn to avoid Invention or Navi just yet.
740:
Sanitation (37th tech) > Navigation (this and Invention were the only two choices). Lost Silk demand in Northian Super trade city 22, but there are other destinations with demand.
Built 39, Northia coastal grassland with Banana.
12th trade of game: Demanded Silk from Tundra 13, size 12 STC with courthouse and 31 base trade to size 5 Northia 27 with 3 base trade:
888.
Plan for 760: Hold back on completing Navi until the end of 760 or possibly even later depending upon the huts. Land both available demanded Silks in 760 most of which will be for gold-only and possibly as well consider also landing what are currently 2 undemanded beads. After landing the pre- invention / pre- navi trades, then open the approximately 10 huts that my exploring units waited upon and are positioned next to hoping for Navi and/or Invention to be among the 10. Complete the tech in progress (currently Navi) only once i have Navi or Invention and until then continue to hold back hoping for more tech in huts beforehand as well as continuing to benefit from the unpenalized trade bonuses. Another consideration is that 5 foreign civs are working on either Navi or Invention so it's possible they could complete one or both soon and that i could then trade them for it, keeping my beakers full hopefully for Democracy. Produce up to 24 wonder caravans quickly in anticipation of building Magellan's, Leos and Bach's all very soon as well as getting Democracy as early as the 780 Oedo year if the huts cooperate or otherwise hopefully at least by 860. Likely to allow each of three islands to share in the honor and prestige of having a wonder on their homeland, Forest, Hill and Tundra.
760:
13th trade of game:
Demanded Silk from size 12 STC Tundra 03 with 31 base trade to size 5 little northern island 29 with courthouse and 13 base trade:
888. Overfills beakers for Navigation.
14th trade of game:
Demanded Silk from size 8 Hill 06 with courthouse and 20 base trade to size 1 Northia 39 with 2 base trade:
594. With enough gold to take care of all wonder caravan needs, will hold back both undemanded beads choosing to land them somewhere else (hopefully demanded) after completing the current tech. Next will open about 10 huts:
Hut: Supported Legion. Hut: Horse Horde. Hut: 25 gold. Hut: Horse Horde. Hut: Supported Legion. Hut: Horde of Horse (and bribed one of them near a hut that can be reached next turn).
Hut: 100 gold. Hut: Supported Crusader. Hut: None Legion (had to disband it in the field due to excessive unit support). Might have anticipated opening a tech (specifically Navi and/or invention) in 9 huts huts but it didn't work out that way. Next turn 3 more huts and i will hold off on completing Navi at least until having a crack at them : ).
780:
Built 40, Northia sub coastal grass with shared Spice and Pheasant.
15th trade of game: Demanded bead from size 10 forest 17 with courthouse and 25 base trade to size 1 Northia 40 with 2 base trade:
472.
Hut: Horde of Horse. Hut: 25 gold.
800:
Cities built: 41, Northia grass/river with wheat.
42, Northia grass/river with shared wheat.
43, Northia coastal grassland with shared spice.
44, Northia coastal grassland with pheasant.
16th trade of game: Demanded bead from size 12 STC Tundra 03 with 31 base trade to size 1 Northia 42 with 2 base trade:
736. Zulu develop
Navigation and i trade them for it and gift it to those researching it.
Hut: finally another tech as awaited and final
hut tech:
Invention. Gifted to the French and the English who were researching it. My hope is to be able to choose
Democracy and to use the already overflowing beakers to complete it in the 860 Oedo year... or alternatively for another civ to complete Democracy in or before 840 allowing me to trade them for it and to use the beakers towards Explosives, but also possibly allowing one of the foreign civs to complete gunpowder first depending upon my trade caravan picture.
Hut: None Legion. Will await 820 before choosing a tech so i can first see what 4 None civs choose in case Democracy is not offered. One scientist set to choose but not complete next tech which will hopefully be Democracy for an 860 Oedo. 15 caravans and 200 gold fill 400 shields in each of 2 cities and 2 wonders will emerge next turn.
800 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's, Michelangelo's. Republic, 44 cities, 36 Trade Caravans, 1 wonder caravan, 6 settlers, 24 triremes, 5 explorers, 3 diplomats, 6 crusader, 1 horse, 4 legion.
Buildings: 25 harbors, 13 Aquaducts, 7 Courthouse, 1 Temple. No wonders in production.
16 Trade Routes.
39 techs (plus beakers are full for the 40th).
Income: 210 shields, 232 gold @ T 20 / L 80.
Land improvements: 10 mines, 8 irrigation, 10 roads, 2 bridges.
Treasury: 254 gold.
Cities per island: Northia 16, Forest 7, Hill 6, Tundra 5, little north island: 2, Forest 2, Swamp 2, ice 2, Mountain 2.
City sizes: 9 size 12, 2 size 11, 2 size 10, 0 size 9, 6 size 8, 0 size 7, + misc.
Population: 13.05 Million.
Land area: 1.554,000 sq. mi.
As compared to previous game (game 2):
800 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's, Michelangelos, Leo's, Bach's. Democracy, 54 cities, 28 Trade Caravans and 0 wonder caravans, 18 settlers, 15 triremes, 6 explorers, 8 diplomats, 1 crusader, 7 horse. Buildings: 19 harbors, 4 Aquaduct, 1 Temple. 7 Trade Routes. 32 techs. Income: 276 shields, 368 gold @ L 40 / T 60. 10 mines, 12 irrigation, 16 roads (est), 1 bridge. Treasury: 62. Cities per island: Northland 26, Hill 6, Forest 5, Tundra 5, Plain 3, Grass 2, Swamp 2, ice 2, Jungle 2, Mountain 1 . City sizes: 1 size 12, 1 size 11, 2 size 9s, 6 size 8, 4 size 7, 8 size 6, 3 size 5, 1 size 4, 1 size 3, 9 size 2, 18 size 1's. Population: 8.09 Million. Land area: 1,877,000 sq. mi.
Areas where current game is out-performing game 2: 39 techs (and beakers are full for 40th) vs. 32 (
this huge differential includes 9 techs from huts vs. 1, largely as the result of carefully avoiding Invention),
16 trade routes vs. 7, 25 harbors vs 19,
13 Aquaducts vs. 4, 7 Courthouses vs 0 (has to do with significantly delayed Democracy)
, City Sizes: 9 size 12, 2 size 11, 2 size 10, 0 size 9, 6 size 8, 0 size 7, + misc
Vs. 1 size 12, 1 size 11, 2 size 9s, 6 size 8, 4 size 7, 8 size 6,
24 triremes (Caravel's next turn) vs 15 triremes, Population : 13.05 million vs 8.09, 36 trade caravans vs 28, Magellan's next turn (820) vs. Magellan's 880.
Areas where game 2 out-performed this current game: 54 cities vs 44 (including through 12 tribes + 1 nomad vs 6 tribes + 0 nomads).
Democracy in 620 vs. Likely Democracy in 860,
18 settlers vs 6,
276 shield income vs 210 . 368 gold vs 232 (Democracy making a great difference),
Bach's 800 vs No Bach's as yet (but will have it very shortly, perhaps in 860).
Leo's 760 vs. Leo's 820.
Assessment: Both sides are in a very strong position and each has significant advantages over the other, but in my opinion the 40 techs vs 32 is going to make a huge difference and the current game is expected to have
Engineers very soon which i anticipate will impact expansion in a phenomenal way.
.
820:
Magellan's and Leo's .
27 3-movement triremes become 27 6-movement Caravels. Planning to time
Bach's to coincide with
Democracy at which point this wonder becomes especially valuable.
> Democracy. Planning to hold certain high corruption trades back until reaching Democracy in 860 and as well this allows the trades to contribute beakers towards the next tech.
17th trade of game: Demanded gold from size 12 STC Forest 16 with 27 base trade to size 12 STC Northia 22 with Courthouse and 25 base trade:
651.
840:
Cities built: 45, Northia coastal grassland with fish, whale and shared pheasant,
46, Northia coastal grassland with banana and shared whale. 8 caravans fill 400 shields and scientist is flipped on in capitol.
860:
Democracy and Bach's . > Gunpowder (1480). Lux > 50 is able to sustain or originate the preponderance of desired celebrations.
2 Huts: Horse Horde and None Crusader.
18th trade: Demanded Silk from Size 10 STC Forest 23 with 32 base trade to size 12 Northia 22 with 39 base trade:
858. 19th trade: Demanded bead from size 12 STC Forest 20 with 38 base trade to size one Northia 47 with 7 base trade:
374.
20th trade: Demanded Gold from size 10 STC Forest 23 with 32 base trade to size 12 Northia 22 with 39 base trade:
858. Fills beakers for Gunpowder. Spent gold down to 176.
880:
Gunpowder (41st tech) > Explosives (!).
Built 47, Northia coastal jungle/river with whale and shared banana.
900:
Cities built:
48, Northia coastal grassland with wheat and shared whale.
49, Northia coastal grassland with 2 fish.
21st Trade: Undemanded Salt from size 12 Super Trade City Tundra 03 with 42 base trade tosize 12 STC Northia 22 with 39 base trade:
367.
22nd Trade: Demanded Gold from STC Forest 24 with 39 base trade to size 1 Northia 49 with a base trade of 2:
528.
900 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's, Michelangelo's, Magellan's, Leo's, Bach's. Democracy, 50 cities, 51 Trade Caravans, 0 wonder caravans, 10 settlers, 29 caravels, 4 explorers, 3 diplomats, 7 crusader, 1 knight, 3 Muskets.
Buildings: 26 harbors, 17 Aquaducts, 7 Courthouse, 1 Temple. No wonders in production.
22 Trades.
41 techs (and will emerge in 940 with Explosives).
Income: 227 shields, 540 gold @ T 50 / L 50.
Land improvements: 12 mines, 8 irrigation, 13 roads, 3 bridges.
Treasury: 164 gold.
City sizes: 12 size 12, 1 size 11, + misc.
Population: 15.61 Million.
Land area: 1.789,000 sq. mi.
As compared to previous game (game 2):
900 ad Summary: Pyramids, Hanging Gardens, Lighthouse, Marco's, Michelangelos, Leo's, Bach's, Magellan's. Democracy, 66 cities, (accidently created 2 number 60's), 37 Trade Caravans and 0 wonder caravans, 19 settlers, 18 caravels, 6 explorers, 9 diplomats, 1 crusader, 1 musket, 5 horse (with the barb and exploration situation well in hand, have been disbanding supported horses). Buildings: 22 harbors, 9 Aquaduct, 1 Temple, cost 41. 10 Trade routes of which 1 is foreign. 34 techs (35 at beginning of next turn). Income: 309 shields, 501 gold @ L 40 / T 60. 11 mines, 16 irrigation, 23 roads (est), 1 bridge. Treasury: 224. Cities per island: Northia 35, Hill 6, Forest 5, Tundra 5, Grass 4,, Plain 4, Swamp 2, ice 2, Jungle 2, Mountain 1 . City sizes: 4 size 12, 2 size 11, 1 size 10, 1 size 9, 7 size 8, 6 size 7, 4 size 6, 4 size 5, 3 size 4, 2 size 3, 13 size 2, 19 size 1's. Population: 12.28 Million. Land area: 2,266,000 sq. mi.
Areas where current game is out-performing game 2: 41 techs vs. 34 (
this huge differential includes 9 techs from huts vs. 1, largely as the result of carefully avoiding Invention),
22 trade routes vs. 10, 17 Aquaducts vs. 9, City Sizes: 12 size 12, 1 size 11, + misc Vs. 4 size 12, 2 size 11 + misc,
Will have Explosives in 940, likely 10 or 20 turns before game 2 would be able to reach this tech. 29 Caravels vs 18, 51 trade caravans vs 37, Population : 15.61 million vs 12.28, 26 harbors vs 22
, 7 Courthouses vs 0, 540 gold income vs. 501.
Areas where game 2 has out-performed this current game: 66 cities vs 50 (including through 12 tribes + 3 Northian nomads vs 6 tribes + 0 Northian nomads).
19 settlers vs 10,
309 shield income vs 227.
Areas where game is even: Both games have the
same 8 Wonders and both are in
Democracy.
Will end the comparison here, but will continue to play and log the current game.