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GOTM 203 Spoiler

Discussion in 'Civ2 - Game of the Month' started by WildPony, Jan 4, 2020.

  1. Jokemaster

    Jokemaster Insert something here

    Joined:
    Nov 15, 2010
    Messages:
    537
    520 AD: Mongols propose trading for Feudalism. Not yet!

    540 AD: Engineering -> Feudalism. Trade to Mongols for Feudalism. Ask for troop withdrawal, get it (Mongol settler was in way of mine, that needed to get to north shore for a 2nd island city) Basically every van is going north to Trondheim (for shipment to top continent) now instead of going south to my own cities.
    Interturn: Mongols almost done with ADam Smith's. WOW. That was quick. Fortunately Nishapur is the one building it, and not the capital. Yet Nishapur is in civil disorder!!... don't ask. Americans start Cope's.

    560 AD: Start researching Theology. York copper (d) to Boston: 572g. That's a capped box! Good sign. T8L0S2, three deliveries queued for next turn. Manchester2 built on first northern island.

    580 AD: Theology -> Sanitation. Londres silk (d) to Nishapur: 589g. WOW. Warwick6 beads (nd) to Karakorum: 204g. Clears demand in Karakorum, demands silk again. Need to reorganize my southern boats into a shipchain...

    600 AD: Sanitation -> Navigation. (Invention not available. Bummer.)

    620 AD: Birmingham coal (d) to Canterbury6: 204g. Canterbury6 gold (d) to Samarkand: 552g. WIll prioritize Magellan's first for the sake of northern trade. Techrate 5 turns, will have to rely mostly on city science to carry the day now.

    640 AD: A hilariously high amount of north shore cities demand Beads, don't ask me why. Navigation -> Invention. BRistol3 built. 8 vans in Londres for Magellan's.

    660 AD: LONDRES MAGELLAN's. Kiev gold (d) to Nottingham: 120g. Samarkand is in disorder... would cost 444*2g. Too expensive for right now. I need to keep some funds to build caravans., and WLTPD when I switch to Demo. (And eventually try to bribe Spanish cities if I attack their capital during anarchy.) I still have kept my Vet ellies over there, looping around & exploring.

    680 AD: Trondheim wine (d) to Hastings6: 105g. Techbomb Mongols again.

    700 BC: Invention -> Gunpowder. Cannot research Demo yet due to not having JSB: trireme unhappiness would do a number on my plans. Also, my ellies are also not yet in position near Madrid, and I really want to capture that town for a foothold on northern continent... Leicester built in middle island. Coventry silk (d) to Babylone: 354g.

    720 AD: Mongols researching Chivalry. Interesting... maybe I can get them to get Leadership for me if I gift Gunpowder?. Sadly no bump if I give Invention. I am 50 beakers short of getting a new tech next turn... I'll just delay the delivery one turn. Nevermind! I'm good. Nottingham wine (d) to Tabriz: 290g.

    740 AD: Gunpowder -> Democracy. Forced to research Demo now since it would not be available next turn. Explosives will be available the tech after that. Alright. I can revolt on turn 140, get a free revolution on an oedo year, and be in a position to sneak attack Madrid at the same turn. Rep is Excellent, I can still take a hit. 8 vans in London for JSB. Brighton beads (d) to Ellipi: 184g. Not as much as I thought it would be. Norwich gems (d) to New York: 180g.

    760 AD: LONDON JSB. York coal (d) to Bokhara: 290g. T5L0S5 . Gift Mongols Gunpowder. Carlisle built as last northern island city. Quick check, yes I DO have a scientist in Londres. Accidentaly end turn whilst I am busy RBing stuff.
    Interturn: Americans disembark near one of my undefended northern island cities. Shucks, but no war... maybe. I still have not send defenders there. Negligence is the reason why.

    780 AD: Democracy -> Explosives. Monarchy. Ask for tribute from Spanish, no, gamble time. Maybe it's not such a good idea to sack my reputation when Americans can seize one of my cities... meh, who cares. Sneak attack Spanish: Vet ellies easily kill defending Phalanx and Warrior. Democracy. I have some vans I can deliver, but I want to wait until my cities grow more... not out of cash just yet. This one, on the other hand, I will deliver, since Beads isn't a reliable demand commodity due to dye bug. Liverpool6 beads (d) to Kaboul: 212g.
    Interturn: Mongols develop Chivalry. Researching Explosives... I will have to gift.

    800 AD: Madrid defender, no size growth... kill defender, Madrid down to size 1. Please don't let this be a repeat, I really need a city there... in the absolute worst case scenario I can send a dip there from Trondheim, and escort via caravan. Out of silk vans to send to Mongols...Norwich coal (d) to Nottingham: 150g.
    Interturn: Lose an ellie to Spanish counterattack. Madrid defender, size 1, looks like my gambit failed. At least the capital is razed, so... dip time? Mongols start Leo's, not good.

    820 AD: Exeter dye (d) to New York: 160g. Kaupang coal (d) to Londres: 207g. Douvres gold (d) to Ashur: 342g. Tech box full.
    Interturn: Lose my other ellie to Spanish chariot. Still, capital knocked out, maybe I can bribe some cities now.

    840 AD: Explosives -> Metallurgy. Reading gold (d) to Oxford6: 159g. Huh? Mongols declare WAR all of a sudden! I thought that they weren't serious about it when they asked for 2 techs in a row! That's a bummer, I will lose one island city+ 170s worth of resources. I need to end this quickly if I don't want this to spiral out of control, they have SunTzu. I have no gold as well... maybe my reputation is too low now. Odd, it went from 1 (Excellent) to 5 (Poor) in one transgression, it should have gone from 1 to 3... I might have ruined my game from just that one decision. Samarkand costs 1071g to bribe. (Samarkand has SunTzu, which is a critical WoW to have if I want to play defensive here) It will cost me to have Chivalry, but it's the only way I can think of to fix my mistake. I have no idea how to handle this. ND to Bokhara for 136g. Richmond copper (d) to Hastings6: 126g. T8L0S2.
    Interturn: Lose 2 settlers to Mongol units. They fortunately do not spot my undefended city.

    860 AD: ND for 33g. Two NDs to New York for 190 and 244g. ND to Uppsala for 168g. Sell one city improvement. Bribe Samarkand for 1183g, get SunTzu+Chivalry+6c+160g+2 units. T4L5S1 for tech next turn. Get cease-fire from Mongols, they do not offer peace. I might unironically need to build Eiffel Tower at this rate... at least I can research Leadership and get most other Mongol cities now. They're not super worth it for trade anymore, northern cities pay out more. Celebrations will end next turn, as I need to re-focus on science and build up a treasury again. CIties are bumping up to size 8 and 12 and I cannot afford the split focus. And I still need to snag Leo's!

    880 AD: Metallurgy -> Physics. Pop exceeds 10 million citizens. T4L1S5, with a few Elvises I am able to keep the peace. Techrate 3 turns. Kaupang silk (d) to Ellipi: 360g.
    Interturn: Mongols threaten some undefended cities using cease-fire. This is not going to work out... at least they abandon Leo's. Start Cope's. They start researching Leadership, a bit too late.

    900 AD: Leeds dye (d) to Ellipi: 240g. Leo's is in 2 turns. I will mostly be un-threatened by the Mongol units by then. Still, I have no choice but to bribe a threatening Mongol Knight for 304g. T7L1S2. Defenders on all 3 northern islands now. Americans are camping on a gems special but I dare not ask them to leave for fear of ripping up the treaty. (They could do a number on my ship chain, they have many coastal cities and I presume a good navy) Mongol Knight was not vet, which leads me to believe that the units I see were only created after SunTzu was lost for Mongols. Their priority is still war. Sneak attack in 3... 2... 1...
    Interturn: Not zero! Americals almost done with Cope's.

    920 AD: Physics -> Conscription. Diplomat lands on northern shore, will be caravan-guided to Valence to avoid expulsion by Americans. ETA 3 turns. 8 vans in London for Leo's. Will maybe delay the Valence bribe by 1 turn to deliver a silver van to its destination, and replace the escort van with something else. T3L1S6.
    Interturn: SEVILLE builds Cope's. How odd! Mongols switch to KRC. They show no signs of agression.

    940 AD: LONDON LEO'S. Just my luck, Seville is an awful spot for an SSC. No trade specials of any kind. Kaupang silver (d) to New York: 230g. I will take a few turns to reorganize my north shipchain. Hastings6 beads (d) to Nineve: 500g! Much higher than expected. Need to dump some generic vans in Babylone in order to cycle the silk demand in and out. T7L1S2. I still want to celebrate again before HG expiral, and need money to do so safely considering the Mongol threat.

    960 AD: Conscription -> Magnetism. Delay a delivery by 1 turn to secure a dye supply. T3L1S6. Still want Magnetism relatively quickly.
    Interturn: Mongols interrupt cease-fire! Kill an engineer. Catapult is repulsed by defending Rifleman in Birmingham, vet. Lose a BIG van to Spanish, it was the van I delayed on delivering one turn... I will not be able to get Magnetism by 1000 AD: and it's very much an open question whether the diplo-guiding with a caravan will even work.

    980 AD: Nishapur is in disorder, unfortunately I am not in a position to capitalize with a bribe. Liverpool6 silver (d) to Nishapur: 375g. Send engineer to north shore lands to build some road and facilitate freight movement. T6L1S3. Bribes cost in the 1500s, way too expensive. If I really want to, I'll just go Leadership -> Tactics and do it the old fashioned way. I think I will do just that. Vet Cavalry can easily dispatch rookie Musketeers.
    Interturn: Spanish do a sortie near Valence, but no 2move. I'm good here.

    1000 AD: Magnetism -> Electricity. (Leadership not available) I have no need for Vet Ironclads. With the removal of the unhappiness penalty for ships, I can build quite a few more now for the north shore. Bribe Valence for 276g, get 3c+2units+Barracks+90ish gold. Sell Barracks. Valence has some choice commodities but dips need to come first. ND to Babylon for 318g. Unblocks, Babylon now demands Hides! Wild card b*****s! Liverpool6 silk (d) to Babylon: 810g. That's a lotta gold!. I think I'm good to restart the celebrations now. T3L4S3.
     
  2. WildPony

    WildPony Warlord

    Joined:
    Jan 12, 2004
    Messages:
    279
    Location:
    Southern California, USA
    3rd Multi City game through 400 ad as another comparison:

    3950: Built Capitol on Forest. > Size One Settler.
    3900: > Code of Laws
    3450: 1st Size One Settler > 2nd. Code of Laws > Map Making. Settler commences deforestation project.
    3350: 8 > 10.
    3250: Deforestation complete. 18 > 20.
    3100: Road on Plain since there was a bit of time before i was able to build a city.
    3000: Settler steps to 2nd city site and since it is ready to build next turn, entire treasury of 11 rushes 2nd size 1 settler 35 > 40.
    2950: Completion of 2nd Size 1 settler in Capitol. Built 02, Grassland 3 Special with dateline benefits @ 39/85.
    2850: Map Making > Ceremonial Burial (2 / 30). Built 03, Grassland @ 5/85 with shared Wheat and Fur. Chooses Fur for the extra beaker.
    2600: Beaker cost increases from 30 > 33 and completion of ceremonial is delayed a turn.
    2550: Ceremonial Burial > Monarchy (4 / 48). 44 / 6 = 7.33 per turn to reach Oedo 2250 and Beakers per turn is currently @ 6.
    2500: Completion of 1st current Settler which travels along road and stores a turn of work.

    2500 bc Summary:
    3 cities, Despotism, 1 Settler. Production: 2 settlers @ 27 and 13. 1 Trireme @ 0. 5 techs and 10 / 48 towards Monarchy. Treasury: 6.

    2450: Babylon destroys Spain.
    2400: Completion of 2nd road (Fur).
    2300: Completion of 2nd current Settler. Built 04: Tundra with shared Fur. Fortunately Beaker demand downshifts from 48 > 40.
    2250: :wavey: Monarchy :wavey: > Currency. T > 70 for now, S 30.
    2200: Completion of 3rd road.
    2050: Completion of 4th road.
    2000: Completion of 2nd current Settler.

    Game 3 2000 bc Summary: 4 cities, Monarchy. Units: 2 settlers. In Progress: 3 settlers @ 22, 20, 0. 1 Trireme @ 36. 6 techs and 17 / 60 towards Currency. Completed projects: 1 deforested city square, 4 roads, 0 irrigation. Treasury: 18.
    as compared against game 1:

    Game 1 2000 bc Summary:
    Monarchy with 4 cities. No wonders, nor any in progress, no buildings. Units: 1 Settler, 1 Trireme. Production: 4 settlers @ 30,15, 9 and 0. 6 techs and 23/55 towards Currency. No roads and no irrigation except for the 1 deforested city square. Treasury: 56.

    1950: Completion of 1st Trireme (in Cap). Re-homed Settler to high food city 03. 2 settlers store work to 4 and 0 within cap and set sail in Trireme which unveils Whale and then reaches the far east coast.
    1900: Trireme reaches East Peninsula and the zero stored work Settler disembarks.
    1850: Built e05, Grassland with 2 Whales on the East Peninsula.
    1750: Completion of 2nd Current Settler and 2nd Trireme. Projects completed: 2nd deforested city site.
    1700: Another lower food re-homing of a Settler to higher food city 03.
    1600: Currency > Masonry. Trade not offered. Completion of 2nd current Settler. Work is stored to 4 and 0 and the 2 Settlers ship chain to the West Peninsula.
    1550: Completion of 3rd current Settler.
    1500: Built w07, West Peninsula grassland with 3 whales (one of which remains hidden for the time being). Completion of 3rd city site deforestation project.

    Game 3 1500 bc Summary: 7 cities (8 next turn), Monarchy. No wonders or any in progress. No buildings. Units: 2 Settlers, 2 Triremes. Units in progress: 7 settlers @ 30, 23, 21, 13, 12, 5, 0. Completed Projects: 3 deforested city sites and no other irrigation. 4 roads. 7 techs and 27 / 72 towards Masonry. Treasury: 27.
    As compared against game 1:

    Game 1 1500 bc Summary
    :
    Monarchy with 6 cities (and 7th next turn). No wonders nor any in progress. No buildings. Units: 4 Settlers, 1 Trireme. Production: 6 settlers @ 26, 26, 12, 6, 0, 0. 8 techs and 0/84 towards Trade which will be completed in 5 turns or maybe 4. 3 deforested plains and no other irrigation, 2 roads. Treasury: 52.

    1450: Built w08, West peninsula deforested plain with 2 shared Whales (one as yet uncovered).
    1400: Completion of 2nd and 3rd Current Settlers. Babylonians begin Pyramids, Americans begin Great Library. Sci > 70 to engage them in the race to the wonders i want... the first 4 of which are Pyramids, Marco's, Lighthouse and Hanging Gardens, not necessarily in this exact order but my likely preferred sequence unless for example there is a tight race for HG.
    1350: Masonry > Trade (3 / 84).
    1300: Completion of 4th city site deforestation.
    1250: Built w09, deforested Plain with Fur and 2 shared Whales.
    1200: Completion of 4th current Settler, 5th city site deforestation and 5th road. Built e10, non-deforested Forest which will be irrigated fairly soon as a very high priority.
    1150: Trade > Construction (5 / 104).
    1100: Completion of 6th road.
    1050: With seemingly strong competition for Pyramids, completion of 1st, 2nd Wonder Caravans. Settler with zero stored work builds e12 on a non-deforested East Peninsula Forest which will be irrigated soon as a very high priority. Civ's only Settler completes first turn of 5 in the first of 2 remaining city site deforestation projects.
    1000: Completion of 3rd Wonder Caravan.

    Game 3 1000 bc Summary: 12 cities, Monarchy. No wonders (but will have Pyramids in 2 turns). No buildings. Units: 3 Wonder Caravan's, 1 Settler, 2 Triremes. 9 Techs plus 64 / 104 towards Construction. Completed projects: 5 deforested city sites, 0 irrigation, 6 roads. Treasury: 41.
    as compared against game 1...

    1000 bc Summary: Monarchy with 9 cities. No wonders nor any in progress. No buildings. Units: 2 Wonder Caravans, 3 Settlers, 1 Trireme. In Progress: 9 Caravans @ 45, 40, 40, 30, 27, 22, 5, 0, 0. 9 techs and 57/96 towards Construction. 5 deforested plain city sites and no other irrigation, 9 roads. Treasury: 24.

    Commentary: Seems that game 3 has a start which is significantly stronger than game 1 with 12 cities vs 9, 3 Wonder Caravans vs 2 and 2 Triremes vs 1. Let's see what the comparison looks like in 750.

    975: Completion of 4th Wonder caravan and the 4 fill 200 shields in e5 partially made possible by having 2 Triremes instead of one. Hopeful that this causes the Babylonians to abandon rather than switching to another wonder i want such as Hanging Gardens. 2 of these 4 Caras came from central island and the other 2 from the East Peninsula.
    950: :wavey: Pyramids :wavey:. Babylon changed to Hanging Gardens so HG (if able to complete it before the Babylonians) will have to be built 2nd instead of 4th behind Marco's and then Lighthouse as i would have preferred.
    925: Completion of 1st current wonder caravan. Sci > 70 to complete Pottery quickly.
    900: Construction > Pottery (31 / 117). Completion of 2nd Wonder Caravan and 6th city site deforestation.
    875: Completion of 3rd and 4th Wonder Caravans.

    850 bc > 375 bc log lost to lost page.

    400 bc abbreviated Summar
    y includes: Pyramids, HG, Marco's, LH. 16 cities, Republic, cities celebrated to 1.5 million population including 1 size 6 and 8 size 5's. Units: 4 Trade Caravans, 2 Settlers and 4 Triremes. Buildings: 4 Harbors. Completed projects: 7 city site deforestations, 4 irrigations, 7 roads.

    350: Completion of 5th Trade Caravan. Completion of 8th road and 5th irrigation (midlands grass/shield).
    325: Completion of 6th Trade Caravan and 5th Harbor. America develops Astronomy and i traded them for it. Updated map.
    300: 3 new citizens (via celebration growth). Completion of 7th Trade Caravan and 6th Harbor. Vikes develop Polytheism and i traded them for it. Updated map.

    300 bc Summary
    : Pyramids, HG, Marco's, LH. 17 cities, Republic, cities celebrated to about 2 million population including 4 size 6's and 8 size 5's. Units: 7 Trade Caravans, 2 Settlers and 4 Triremes. Buildings: 4 Harbors. Completed projects: 7 city site deforestations, 4 irrigations, 7 roads.

    275: 2 new citizens. Completion of 8th trade caravan. Updated techs in progress by color: Banking, University, Banking, Banking, Feudalism.
    250: Completion of 9th and 10th Trade Caravans.
    225: Completion of 11th > 14th Trade Caravans.
    1st Trade of Game: Demanded Silver from size 6 e05 to size 3 Aarhus: 280.
    2nd Trade of Game: Demanded Silk from size 5 city 02 to size 6 Trondheim: 429. Fills beakers, one scientist assigned.
    Spent Gold down from 843 > 86.

    200: Completion of 5th and 6th Triremes, 13th > 16th current Trade Caravans and 7th and 8th Harbors.
    Another partial log from 200 bc > 1 ad lost to technical difficulties. As some highlights: Production prioritization has been upon building available trade caravans and Midlands North coast triremes. No wonder caravans as yet, but soon there will be no (or very few) trade caravans available to build at which point Mikes will be prioritized. Mongol's completed Feudalism and immediately began work on Sun Tzu's accompanied by a refusal to trade the tech.

    Game 3, 1 ad Summary
    : Pyramids, HG, Marco's, LH. No Mike's and no progress as yet towards it including having 0 wonder caravans as yet. 21 cities, Republic. 9 Trades Landed. 27 techs and 485 / 730 towards Medicine. Units: 27 Trade Caravans, 3 Settlers and 16 Triremes. Buildings: 11 Harbors. Completed projects: 7 city site deforestations, 4 irrigations, 9 roads. No bridges, no mines. Population: 3.04 Million including 4 size 7's, 4 size 6's and 4 size 5's, 3 size 4's (in Midlands) and other misc sizes. Treasury: 9.
    As compared against game 2 and game 1:

    Game 2, 1 AD Summary
    : Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's. Republic with 18 cities (including 1 on the North Coast of Midlands allowing for trades to Northia). No wonders in progress. Buildings: 12 Harbors, 1 Aqueduct (and 2 in progress) Units: 14 Trade caravans (+ 10 in progress), 0 Wonder Caravans, 11 Settlers (5 in progress), 14 Triremes (+ 1 in progress), 1 Diplomat. 11 Trades landed. 30 techs. Completed projects: 7 deforested Plain city sites and 12 other irrigations, 16 roads, 0 mines. City Sizes: 1 size 10, 10 size 8's, 1 size 7, 1 size 2, 5 size 1's. Population: 4.500,000. Treasury: 20.

    Game 1, 1 ad Summary
    : Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's. Republic with 12 cities. No wonders in progress. Buildings: 12 Harbors, 12 Aqueducts. Units: 20 Trade caravans (+ 6 in progress), 0 Wonder Caravans, 0 Settlers (3 in progress), 8 Triremes (+ 3 in progress). 14 Trades landed. 32 techs and Chemistry next turn. Completed projects: 7 deforested Plain city sites and 1 other irrigation, 9 roads, 0 mines. City Sizes: 4 size 12's, 3 size 11's, 5 size 10's. Population: 7,000,000. Treasury: 964.

    20: Completion of 28th > 30th Trade Caravans. Every available trade commodity within the original 12 cities has been built and 8 wonder caravans are anticipated to emerge relatively soon. Vikes develop Banking. Traded them for it and gifted it to the 2 other civs researching it. 10th Trade: Demanded Silk from size 6 w09 to size 5 Hladir: 360. Fills beakers and one scientist is assigned.

    40: Bridge Building > Sanitation (840). 11th Trade: demanded domestic Gems from w08 to Midlands 17: 228.

    60: Completion of 5th Settler and 19th Trireme (4th in North Coast of Midlands). 12th Trade (and 1st to Northia): Demanded Silk from w07 to New York: 560. @ 788 / 840, had a chance to land another trade (primarily for the gold bonus), but given various factors, chose to complete this current tech with 52 city science beakers instead. Built 23, Midlands North Coast grassland. Spent Treasury of about 750 down to ??... including rushing 8 stc wonder caravans to either 40 or 50. The 4 other stc's shifted to building Aqueducts.

    80: Sanitation > Feudalism (870). Towards Theology.
    Completion of 1st > 6th Wonder Caravans and 5th > 7th Settlers. Built 24, Midlands grassland.
    13th Trade: Demanded Beads from size 7 e05 > Midlands size 4 Nishapur: 296.
    14th Trade: Demanded Beads from size 5 e06 to Northian size 4 Boston: 400.
    15th Trade: Domestic demanded Salt from size 7 city 03 to size 1 Midlands 24: 210. Fills beakers and one scientist is assigned.
    Gifted tech in progress to 2 civs. Updated Techs in progress by color: Navi, University, None, University, None.
    Spent treasury down from 1049 > 602. Aquaducts will not serve a purpose until shortly after Mike's is completed.

    100: Babylonians complete University. Feudalism > University. (Theology was not offered, traded for Uni and will hopefully be offered Theology next turn). Gifted Uni to the American's who were researching it. Gifted the Vikes Currency and 3 to precede it. Updated Techs in progress by color: Navi, Theory of Gravity, None, None, Writing. Completion of 7th > 9th settlers, 20th Trireme (5th in North Sea), 7th Wonder Caravan.
    16th Trade: Demanded domestic Gems from size 6 e10 to size 1 Midlands North Coast city 21: 210.
    17th Trade: Demanded domestic Gold from size 7 e05 to size 1 Midlands north coast city 24: 224.
    Treasury spent down from 1141 > 658.

    120: > Theology (444 / 992) Completion of 25th Trade Caravan, 8th Wonder Caravan, 8th and 9th Settlers and 1st Aqueduct. 8 Wonder Caravans (food) fill 400 shields.
    Updated Techs in progress by color: Navi, Theory of Gravity, Theory of Gravity, Navi, Writing.
    Built 27, Midlands Grass/river. Built 28, Midlands South Coast grassland.
    18th Trade: Demanded Beads from size 6 w11 to size 6 Northian Babylon with Colossus: 640 : ). One Scientist enlisted.
    Treasury spend down from about 1350 > 680.
    140: Michelangelo's . Initiation of 10 STC celebrations and 3 in the Midlands. Theology > Chemistry (0 / 1023). Completion of 24th (current) Trade Caravan, 21st > 23rd Triremes (7th > 9th in the North Sea), 8th Settler and 12th of 12 STC Harbors. Built 29, Midlands grassland. Built 30, Midlands Grassland. Built 31, Midlands Grassland.
    19th Trade: Demanded Beads from size 7 city 03 to size 4 Nineveh: 648 : ).
    20th Trade
    : Demanded Domestic Silk from size 6 w12 to size 1 Midlands 25: 186.
    21st Trade: Demanded Salt from size 7 city 03 to Midlands size 4 Nishapur: 360. One Scientist enlisted.
    Treasury reinvested down from 1983 > 1374.

    160: Chemistry > Chivalry (0 / 1088). 13 new citizens via celebration growth. 15 current celebrations. Completion of 22nd and 23rd Trade caravans, completion of 2nd and 3rd Aqueducts.
    Built 32: Midlands South Coast Grassland. Built 33, Midlands grassland.
    22nd Trade: Demanded Salt from size 6 city 02 to Northian size 4 Nineveh: 584.
    23rd Trade: Demanded Beads from size 7 e10 > Northian size 5 Philadelphia: 656. One scientist assigned.
    Treasury reinvested from 2662 > 1395.

    180: Chivalry > Economics (0 / 1120). 15 new citizens via celebration growth. About 15 current celebrations. Completion of 22nd Trade Caravan, 1st and 2nd Wonder Caravans, 24th Trireme (10th in North Sea), 4th > 9th Aqueducts.
    24th Trade: Demanded Salt from size 7 e06 to Northian size 6 Philadelphia: 656.
    25th Trade: Demanded Salt from size 9 w08 to Midlands size 6 Karakorum: 416. City sci set to cover the remaining 48 beakers.
    Treasury reinvested from 2523 > 2001.

    200:
    Economics > Theory of Gravity (7 / 1152). About 15 new Citizens via celebration growth. Completion of 4th and 5th Settlers, 23rd < 26th Trade Caravans, 10th Aqueduct. Built 34: Midlands Grassland.
    26th Trade: Demanded Bead from size 8 e12 > Northian size 3 Elippi: 576.
    27th Trade: Undemanded (anywhere) Salt from size 10 w07 > Northian size 6 Colossus Babylon: 528. 41 beakers short and city science is set to cover it. Treasury reinvested down from 3205 > 1777.
    Game 3 200 ad Summary: Pyramids, HG, Marco's, LH, Michelangelo's. No Bach's but have 2 wonder caravans towards it so far. 34 cities, Republic. 27 Trades Landed. 36 techs and 37 next turn. Units: 22 Trade Caravans, 2 Wonder Caravans, 4 Settlers and 24 Triremes (including 10 in the North Sea). Buildings: 12 Harbors, 10 Aqueducts (and 12 next turn). Completed projects: 7 city site deforestations, aprox 5 irrigations, aprox 12 roads, 1 bridge, no mines. Population: 6.29 Million City Sizes: 4 size 10s, 2 size 9's, 6 size 8's and the remaining cities size 1 > 5. Treasury: 1777.
    As compared against game 1 (Game 2 did not catch a 200 ad save but Game 2 is highly competitive).

    Game 1 200 ad Summary
    :
    Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's, Bach's, (Magellan's next turn and Leo's likely in 3 turns). Republic with 18 cities. No wonders in progress. Buildings: 12 Harbors, 12 Aqueducts. Units: 18 Trade caravans (+ 8 in progress), 5 Wonder Caravans, 16 Settlers (+ 9 in progress), 13 Triremes, 2 Diplomats. 28 Trades landed. 37 techs. Completed projects: 7 deforested Plain city sites and 6 other irrigation squares, 16 roads, 0 mines, but Wheat is nearly mined to Silk, awaiting additional celebration growth first. City Sizes: 0 size 12's, 4 size 11's, 8 size 10's, 1 size 2, 5 size 1's. Population: 7.12 Million. Treasury: 517.

    Commentary: Game 1 has Bach's and game 3 will not have it for about 3 - 4 additional turns. Game 3 has 34 cities vs 18, but game 1 has 16 settlers vs 4 to reduce this imbalance considerably. Caravan count is about equal, but game 3 leads in Triremes 24 vs 13, and 10 of these 24 are in the North Sea. Game 1 has a slight lead in techs at the moment (37 vs 36) and a slight lead in trades landed (28 vs 27), but game 3's trades have been and continue to be highly concentrated in Northia which has been an investment that has only recently been receiving the great dividends. Game 3 leads in Treasury 1777 vs 517.

    220: Theory of Gravity > Navigation (1184). This choice was made between Navi and Invention as the only options and Navi was chosen since Leo's can't upgrade anything of value until i have Navi anyway, so i felt that Navi / Magellan's just before Invention/Leo's was the strongest way to go. Path of choice: Navi/Invention/Democracy (300 Oedo timing should work out very well here with sufficient trades lined up) / Gunpowder / Explosives. Completion of 23rd and 24th Trade Caravans, 3rd > 6th Wonder Caravans, 5th and 6th Settlers, 11th and 12th Aqueducts. 2 civs are researching Theory of Gravity and i gifted them 2 techs each towards it.
    Holding back remaining demanded trades until after Navi...
    28th Trade: Undemanded Cloth from size 9 cap > size 6 Northian Colossus Babylon: 608.
    29th Trade: Undemanded Salt from size 9 cap > size 6 Northian Colossus Babylon: 608. One Scientist Assigned.
    Treasury spent down from 3115 > 2325.

    240: Navigation > Invention (0 / 1216). Completion of: > 25th Trade Caravan > 6th Wonder Caravan, > 9th Settler, 1st Sewer. Gifted Navigation to Those researching it.
    30th thru 33rd trades: 2 demanded Beads landed in Northian cities and 2 undemanded trades landed in Northian Colossus pushing beakers to approximately 1270 and one scientist is assigned.
    Treasury reinvested down to 2391.

    260: Invention > Democracy (0 / 1287). Needed to choose Democracy at this time since Oedo year is 300 and i do not have enough trades in position to complete 2 techs over the next 2 turns. Completion of 22nd and 23rd Trade Caravans, 7th > 9th Wonder Caravans, 10th and 11th Settlers, 2nd > 4th Sewers. 2 cities reached size 13. 8 Wonder Caravans fill 400 shields.
    With a demanded Silk ready to land in Babylon next turn and only undemanded trades positioned to land this turn, holding back all trades until next turn. Treasury reinvested from 2608 > 1475.
    280: :wavey: Bach's :wavey: Completion of 3rd Wonder Caravan, 11th > 14th Settlers, 5th > 7th Sewers.
    Built 36, Midlands grassland. Beginning to send Midlands settlers to starting STC islands to upgrade land.
    34th Trade: Demanded Silk from size 11 w11 to Northian size 8 Colossus: 822.
    35th Trade: Demanded Wine from size 10 city 04 to Midlands size 2 Viborg: 310.
    36th Trade: Undemanded Salt from size 11 w11 to to Northian size 8 Colossus: 284. Fills beakers, One Scientist in cap.
    Treasury reinvested from 3098 to 1535.

    300: Democracy > Gunpowder (1320). Gifted Democracy to 3 civs. Completion of 4th > 7th Wonder Caravans, 14th > 16th Settlers, 8th > 10th Sewers. Built 37: Midlands grassland. Seeking to dock various triremes to the inside of cities for the time being (and until completion of Magnetism) to maximize the capacity for celebration.
    Tech path priorities: Gunpowder, Explosives, Physics, Magnetism.
    37th Trade: Demanded Spice from size 11 e12 to size 3 Midlands Viborg: 366.
    38th Trade: Undemanded Salt from size 11 e12 to size 8 Northia Colossus: 314.
    39th Trade: Undemanded Salt from size 13 e10 to size 8 Northia Colossus: 360.
    40th Trade: Undemanded Salt from size 12 w11 to size 8 Northia Colossus: 330.
    One scientist assigned. Treasury reinvested from 3094 > 1804.


    Game 3 300 ad Summary: Pyramids, HG, Marco's, LH, Michelangelo's, Bachs. 37 cities, Democracy. 40 Trades Landed. 40 techs and 41 next turn. Units: 17 Trade Caravans, 5 Wonder Caravans, 15 Settlers and 23 Triremes (including 9 in the North Sea). Buildings: 12 Harbors, 12 Aqueducts, 10 Sewers (11 of 11 next turn). Completed projects: 7 city site deforestations, 5 irrigations, aprox 20 roads, 1 bridge, no mines. Population: 11.64 Million. City Sizes: 2 size 15's, 4 size 13's, 4 size 12's, 1 size 11, 1 size 10 and all Midland cities are size 1 > 6. Treasury: 1804.

    As compared against Game 2:

    Game 2, 300 AD Summary: Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's, Bach's, Magellan's, Leo's. Democracy with 34 cities (including 4 on the North Coast of Midlands and 9 North Sea Caravels allowing for trades to Northia). No wonders in progress. Buildings: 12 Harbors, 12 Aqueducts, 6 Sewers (and 5 in progress). Units: 24 Trade caravans (+ 2 available to build within the 12 STCs), 0 Wonder Caravans, 13 Settlers (20 in progress but awaiting size 4 cities first), 25 Caravels (+ 3 in progress in the North Coast), 1 Diplomat. 33 Trades landed. 39 techs. Completed projects: 7 deforested Plain city sites and 16 other irrigations, about 25 roads, 1 bridge, 0 mines. City Sizes: 1 size 15, 2 size 14's, 3 size 13's, 6 size 12's, 6 size 5's, 4 size 4's, 4 size 3, 3 size 2, 5 size 1's. Population: 12.39 Million. Treasury: 209.

    Advantages for Game 2: Already has Magellan's and Leo's and Game 3 is likely to get Leo's in 340 and Magellan's perhaps in 380, 24 trade caravans vs 17 (but 21 next turn).

    Advantages for Game 3: 40 trades landed vs 33, 40 techs (and 41 next turn) vs 39. 1804 Gold vs 209. 37 cities vs 34, 15 settlers vs 13.

    Commentary: Very close game : ). In my opinion game 3 as having the best potential for the near future, but not by much.

    320: Gunpowder > Explosives (0 / 1353). Gifted Gunpowder to 3 civs researching it. Completion of 18th > 21st Trade Caravans, 6th > 7th Wonder Caravans, 16th > 18th Settlers, 11th (and final) STC Sewer. 6 Food caravans and 400 Gold fill 400 shields.
    41st Trade: Undemanded Salt from size 16 e05 to size 8 Northia Colossus: 388.
    42nd Trade: Undemanded Wine from size 16 e05 to size 8 Northia Colossus: 388.
    43nd Trade: Undemanded Salt from size 16 w06 to size 8 Northia Colossus: 344. Choosing to spare my remaining positioned caravan and to complete the remaining 220 beakers with city science. Treasury reinvested from 2824 >

    340: :wavey: Leo's :wavey:. Chose Leo's before Magellan's primarily due to Engineering and the 19 Settlers > Engineers. 23 Triremes > Caravels. Engineering > Physics (0 / 1386). Gifted Engineering Completion of 19th and 20th Trade Caravans, 7th and 8th Wonder Caravans and 19th Settler. 23 Triremes > Caravels. Finding + 2 movement helpful. 4 Cities Built: all midlands grasslands: 38, 39, 40, 41. Laying many one turn roads and several irrigations. 11 of 12 STC Caravels
    44th Trade
    : Demanded Gems from size 13 e12 to size 7 Northia Washington: 780.
    45th Trade: Undemanded Gold from size 16 w07 to size 8 Northia Colossus: 392. City science will complete the reamaining 214 beakers. Treasury reinvested from 2995 > 2300.

    360: Physics > Magnetism (17 / 1419 ). Strategic gifting of tech. Haven't been logging this much, but 9 new STC citizens and 5 new Midlands citizens via celebration growth. Poplulation is @ 15.13 Million. Completion of: 17th Trade Caravan, 16th > 19th Engineers, 1st > 3rd Temples. Multiple Engineers running wild building one-turn roads (mostly upon grass/shield squares) towards the cities they will build (mostly grass-no shield squares). Cities Built: Midlands Grasslands 42, 43, 44.
    46th Trade: Undemanded Wine from size 15 city 03 to Northian size 8 Colossus: 426.
    47th Trade: Undemanded Salt from size 12 city 04 to Northian size 8 Colossus: 368.
    46th Trade: Undemanded Gold from size 14 Cap to Northian size 8 Colossus: 416. City science will complete the remaining 192 Beakers. Treasury reinvested from 3637 > 2865.

    380: :wavey: Magellan's :wavey:. Magnetism > Steam Engine (1452). 23 Caravels > Galleons. This milestone releases every ship to sail the open waters without inhibiting celebrations. 9 New STC citizens via celebration growth and aprox 5-7 newly celebrated citizens in the Midlands. With the 8 most essential wonders built, 1 food caravan and 1000 gold fills 300 shields for Copernicus. Completion of: 14th Trade Caravan, 17th > 19th Engineers, 4th > 10th Temples.
    No cities built.
    47th Trade: Demanded Silver from size 12 e12 to Northian size 7 Washington: 630.
    48th Trade: Undemanded Silver from size 15 w12 to Northian size 8 Colossus: 388. City science will complete the remaining 434 Beakers. Treasury reinvested from 4062 > 1784.

    400: :wavey: Copernicus :wavey: (built in size 17 and growing date line grassland city 02). Holding back on Isaac's for now with Gold relatively tight and the 1600 cost for Darwin's forthcoming. Copernie's was built since another civ was building it and i don't know how close they were. Steam Engine > Railroad (1575) Towards Darwin's and The Corporation. Completion of 13th Trade Caravan, 20th > 28th Engineers, 11th Temple, 1st and 2nd Marketplaces.
    Cities built: 45, 46, 47, 48 .
    49th Trade: Undemanded Oil from size 15 e10 to Northian size 8 Colossus: 408.
    50th Trade: Undemanded Oil from size 16 e10 to Northian size 8 Colossus: 426.
    51st Trade: Undemanded Gems from size 17 city 03 to Northian size 8 Colossus: 454.
    52nd Trade: Undemanded Gems from size 12 w11 to Northian size 8 Colossus: 344. One scientist assigned.
    3405 Treasury after these 4 trades and before reinvesting.

    Going to stop here, but summarizing some highlights that would have been reached in the near future, Railroad is completed in 420 and Darwin's would be purchased all or mostly with 1600 gold to emerge in 440, hopefully yielding Industrialization and Corporation to regain the trade penalty lost with Rail. Available STC trade caravans (to build and to land) have been growing a bit more scarce. SSC will emerge with a Library in 440, a Uni in 480 and possibly Isaac's in 500 or shortly thereafter as Gold surplus permits. Cities, especially STC's continue to celebrate and grow to the largest numbers possible including through alternating food surplus with food deficit in some cities. Lots of additional cities in Midlands and also in Northia, as well as many additional one-turn roads including some in Northia in the near future... as well as bridges and irrigation.

    Game 3 400 ad Summary: Pyramids, HG, Marco's, LH, Michelangelo's, Bachs, Leos, Magellan's, Copernicus. 48 cities, Democracy. 52 Trades Landed. 45 techs , 46 next turn and likely 48 the following. Units: 9 Trade Caravans, 0 Wonder Caravans, 24 Engineers and 23 Galleons (including 9 in the North Sea). Buildings: 12 Harbors, 12 Aqueducts, 11 Sewers, 11 temples, 2 Marketplaces. Completed projects: 7 city site deforestations and 8 total, about 8 irrigations, aprox 60-70? roads, 1 bridge, no mines. Population: 17.67 Million. City Sizes: 2 size 19's, 2 size 17's, 3 size 16's, 2 size 15's, 3 size 12's, All Midland cities are size 1 > 6. Treasury: 3405 before reinvesting funds.

    As compared against Game 2:

    Game 2, 400 AD Summary: Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's, Bach's, Magellan's, Leo's. Democracy with 47 cities (including 6 on the North Coast of Midlands and 1 on the South Coast of Northia). No wonders in progress. Buildings: 12 Harbors, 12 Aqueducts, 11 Sewers, 11 Marketplaces, 7 Temples. Units: 15 Trade caravans (+ 0 available to build within the 12 STCs), 0 Wonder Caravans, 22 Engineers (37 in progress but awaiting size 4+ cities first), 32 Galleons (0 in production, 0 needed), 1 Diplomat. 45 Trades landed. 44 techs (45 next turn). Completed projects: 8 deforested Plains and 27 other irrigations, 64 roads, 1 bridge, 0 mines. City Sizes: 1 each of size 20, 19, 18 and 17, 5 size 16's, 2 size 15's, 1 size 12. Misc sizes in the Midlands Engineer building community from 1 > 5. Population: 19.17 Million. Treasury: 3130.

    Commentary: Exceedingly close comparison and if this game was to continue it would be difficult to predict the winner : ).
     
    Last edited: Apr 8, 2020
  3. Jokemaster

    Jokemaster Insert something here

    Joined:
    Nov 15, 2010
    Messages:
    537
    1020 AD: WLTPD most everywhere. Valence saved as Electricity -> Leadership. Leo's upgrades Phalanxes to Musketeers. Mongols have not made an attempt anywhere. Still, kill wandering explorer. ND to Babylon for 172g, unblocks Silk. Nottingham gems (d) to New York: 750g. Glut in Trondheim is starting to thin now. Brighton gems (d) to Warwick6: 183g. Tech box 1 off being full. Haven`t been able to build many cities.
    Interturn: Mongols kill engineer. They are attacking... and it`ll stop next turn. Senate forces cease-fire againt Spanish
    .
    1040 AD: Leadership - > Tactics. Americans: Give Democracy to avoid war. Not the best outcome, honestly. Oxford6 dye (d) to Washington: 508g. Kiev gems (d) to Atlanta: 396g. Kill offending Mongol units. T5L5S0, scientist for tech next turn.ND to Washington for 264g. I will seize Aleppo with cavalry on AD1100.
    Interturn: Spanish capital moved to Cordoue. Won`t affect that much. Mongols move some units, almost done with KRC.

    1060 AD: Tactics -> Atomic Theory. Coventry coal (d) to Ashur: 430g, Cambridge silk (d) to Nineve: 372g. Will take a turn to get more vans in.
    Interturn: Mongols develop Leadership.

    1080 AD: ND to Washington for 312g. Nishapur costs 2835g to revolt! No thank you. ND to New York for 140g. T4L5S1.
    Interturn: Lose engineer and diplomat to Mongols.

    1100 AD: Atomic Theory > Steam Engine. Embassy with Spanish. Newcastle silk (d) to Boston: 462g.
    Interturn: Mongols almost done with Shakes. They kill a caravan.

    1120 AD: Leeds wool (d) to Philadelphie: 328g. Newcastle hides (d) to Atlanta: 256g. Spice demand! ND to Boston for 206g. Box full. Kill 2 units in Aleppo (1 cavalry vet) They had more garrison than I thought. Down to 15 gold.
    Interturn: Bokhara builds SHakes. Spanish expel our diplomat.

    1140 AD: Steam Engine -> Railroad. Pop exceeds 25 million citizens. Londres beads (d) to Atlanta: 724g. Kill defender in Aleppo, seized for 202g+sold Granary. Reading gems (D) to Warwick6: 252g. Senate forces peace with Mongols. Nishapur is in disorder... unfortunately I will miss the opportunity to bribe at reduced price. Leicester coal (d) to New York: 200g. Leicester copper (d) to Boston: 212g. T4L5S1. Not doing the maximum tech rate since I want to celebrate 1 last turn instead.

    1160 AD: Railroad -> Industrialization. T1L2S7. Newcastle gems (d) to Nishapur: 66g.
    Interturn: Mongols acquire Physics and Democracy from Babs. Not great.

    1180 AD: Two beakers off of getting a tech with T5L2S3 and getting Darwin`s straight after.... Need 370 beakers, I can supply 377 after some worker optimizations. 8 shields for Darwin`s. Hopefully I don't get screwed by something unexpected! Mongol city of Kashgar is size 1 and undefended... not sure why. It`s on a prairie square so it should be able to grow, even after a Democracy settler. Fingers crossed...

    1200 AD: Industrialization -> Amphibious Warfare. (Communism only other option). DARWIN`s. Amphibious Warfare -> The Corporation -> Steel. Mongols: ask them to withdraw troops, WAR. Well, that was easy! Maybe low reputation is a good thing then. Kill 2 Mongol troops, one of them in Nishapur. York salt (d) to Ur: 660g. ND to Babylon to 436g. Gloucester dye (d) to Nineve: 400g. T4L2S4.
    Interturn: Mongol gov`t overthrown. Likely to Demo. They start SoL. Babs abandon SoL.

    1220 AD: Steel -> Electronics. Cities are mostly size 12 and higher, so I don`t think I need CfC to celebrate right now. Let`s just get through the tech tree ASAP and hit Space Flight before AD1500. Don`t have enough vans in position anyways. Kaupang hides (d) to Barcelone: 216g. Spanish have 4 units in position to break cease-fire... Subvert Salamanque for 540*2g, get 70 back. Cease-fire expires. Kill 2 more defenders in Nishapur: city stormed for Adam Smith`s +208g+sold Barracks for 40g. Cease-fire: they do NOT offer peace. Adam Smith`s brings down costs from 169 to 90 gpt. Hastings6 wine (d) to Ashur: 970g. Still not maxed.
    Interturn: Mongols switch from SoL to Isaac`s. Spanish sneak attack. They kill defending Rifleman with Elephant, other one withstands attack. Sneak attack bonus will never not be annoying when used by the AI.

    1240 AD: Electronics -> Refining. Richmond beads (d) to Atlanta: 236g. Trondheim spice (d) to Atlanta: 414g. Cambridge gems (d) to Canterbury6: 336g. Having issues reaching 1 tech per turn from cities, I can`t pull out 2tech-turn. 80% science gives me 1205beakers and tech cost is 1736. T3L2S5.

    1260 AD: Refining -> Machinery. %5L2S3, I need more income and more vans south. Will only start rushing vans for wonders after building Marketplaces and Libraries for the sake of my economy. 6 techs away from Computers. Gloucester wine (d) to Ashur: 570g. Samarkand hides (d) to Barcelone: 268g. ND to Babylon for 382g. Size 12 Babylon is the best van dumping location I have.
    Interturn: Mongols switch from Isaac Newton back to SoL.

    1280 AD: Machinery -> Combustion. (Miniaturization not available) Valladoid spotted. I will need to build a few Cavalry to get Cordoue first. How thoughtless of me to not have done that first... what was I even doing in Valence? (Dips? maybe I should have sent some from middle land?) Bribe Barcelone for 228g, get 50 back. Oxford6 beads (d) to Séville: 580g. ND to Babylon for 364g. ND to Babylon for 272g. ND for 486g. T7L2S1.

    1300 AD: Combustion -> Miniaturization. Manchester2 Tribunal, just for the sake of a low-pop celebration. My vans are not well demanded, so I question how worth Superhighways would be... Senate forces peace with Spanish. Subvert Valladoid for 244*2g, get 34g to piss them off. ND to Babylon for 202, 196, 206, 242, 202, 180, 242. There straight-up isn't enough land available to get 1tech-turn from cities. It`s bottlenecking me quite a lot. T6l2S2.

    1320 AD: Miniaturization -> Automobile. ND for ??? gold. Spot Bab city of Akkad. ND for 226g, 188g, 226g, 144g, Coventry beads (d) to Cordoue: 412g. 176g ND. Building up my treasury again. But not many spare cities to build WoW vans off of. Will most likely prioritize Hoover. T4L2S4, saving some vans for next turn.

    1340 AD: Automobile -> Mass Production. Subvert KAshgar for... oh wait, Democracy. ND for 206, 289g, 210, 272, 230, 232g. T6L2S2. Some Superhighways rushed.

    1360 AD: Mass Production -> Computers. Liverpool6 salt (d) to Cordoue: 966g. Superhighways ND to Babylon for 678g. ANother ND for 160g. Need 6 beakers, have 18 with T8L2S0. Out of SETI, Hoover and CfC I only have vans for SETI. Lacking cities to build 12 vans is highly unusual! (Then again, I will need CfC to celebrate the northern cities and ship oil vans to them. Maybe I am making a mistake deprioritizing the wonder, and spending too much on libraries. SETI is in 2 turns, moment of truth is then.)

    1380 AD: Computers -> Nuclear Fission. 12 vans in York for SETI. Newcastle gold (d) to Oxford6: 380g. Brighton wool (d) to Séville: 654g. London beads (d) to Boston: 1356g!! That was most assuredly capped. Ipswich built on northern continent.
    Interturn: Mongols almost done with SoL. Uhh... if I want to set up a permanently rioting city for o-turn revolutions, now is the time.

    1400 AD: Nuclear Fission -> Nuclear Energy. YORK SETI. I could theoretically declare war on Americans right now, since I am dumping all my vans in Babylon anyways... Americans: They withdraw troops. Oxford6 salt (d) to Cordoue: 846g. NDs for 276, 162, 381, 711g. T1L2S7 for 2 techs-turn. Portsmouth built.

    1420 AD: Nulear Energy - > Genetic Engineering -> Refrigeration. Manchester2 spice (d) to Karakorum: 234g. Liverpool6 silver (d) to Ellipi: 1402g. ND for 224, 278g. Mongols are now Neutral with my cease-fire... 12 vans in Leeds for CfC. Will raise luxuries again next turn for celebrations on the northern cities. (All 5 of them...)

    1440 AD: Refrigeration -> Mobile Warfare -> Robotics. LEEDS CFC. T6L4S0. Berwick built. Canterbury6 dye (d) to Babylon: 1398g. Embassies with Babs and Americans. ND for 148, 250, 381. 336. 12 vans in Kaupang for Hoover Dam. Nothing more seems to be super important right now WoW wise. I can finally start rushing factories/mass transports/oil platforms now. Considering leaving Cordoue as the only civ alive for a bit.
    Interturn: Bab gov`t overthrown.

    1460 AD: Celebrations everywhere. Robotics -> Laser. KAUPANG HOOVER DAM. HAstings6 wine (d) to Ellipi: 1090g. Still need to get Suffrage. ND for 204, 252. I will get a few Barracks and Tank-building cities so that by the time cease-fire with Mongols expires, I will be ready to take them in one fell swoop. Kaupang silver (d) to Nineve: 682g. T5L4S1 for a tech next turn.
    Interturn: Mongols and Americans both almost done with Eiffel Tower. Mongols are going to get it.

    1480 AD: Laser -> Recycling. Naples built on northern continent. Cambridge coal (d) To Ellipi: 1110g. .Hastings did not have superhighways last turn... that explains the non-capped last turn. ND for 612, 561g, T6L4S0. Cease-fire with Mongols expires in 3 turns.
    Interturn: Uppsala builds Eiffel Tower.

    1500 AD: Somehow triggered the <NIL> bug... have to replay part of last turn. And forgot to bring back from T5L4S1 to T6L4S0, and to unblock Wine in Ellipi! That`s a bummer. Recycling -> Flight. Trondheim dye (d) to Ur: 642g. ND to London for 321g. ND for 272, 284, 204, 363, 216g. EW, I am actually back under 2 turns a tech! Techbombing does not fix that. Darnit, should have shaved the less problematic techs first. T1L4S5. Actually worried they will offer peace now thanks to the techbomb. Also, I gave Nuclear FIssion, hopefully that`s not going to bite me.

    STATUS AT 1500 Ad: (End of 176th turn)
    Population: 36.110.000 Cities: 38 Government: Democracy Total advances: 72 (researching Flight)
    Gold: 2950 T3L4S3 315 income, 221 Cost, 2050 Beakers/turn. Production: 368MT Citizens: 459
    Units: 20 Engineers, 1 Musketeer, 23 Riflemen, 2 Alpines, 5 Cavalry Knight, 1 Tank, 19 Transport, 2 Diplomats, 47 Caravans
    Wonders: LH, HG, Mikes, GL, Leo's, Mag's, JSB, SunTzu, Adam Smith`s, Darwin, Hoover Dam, CfC, SETI.
    Foreign relations: Russians conquered, Vikings conquered. Cease-fire with Mongols.

    Goals: Blitzkrieg and fully conquer Mongols when the cease-fire expires. At this point I am fine with taking the research penalty, although I am worried they will not attack. Build Apollo, and launch. I expect a launch around the 1600s, probably a bit later. Conquer remaining cities when other civs go ballistic. Spanish will be kept as pet civ. Given the low score, I will probably have to go full spaceship. ANd sadly, since my Excel licence expired, I have no way of knowing my GOTM score.
     

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