GOTM 203 Spoiler

1 AD > 500 AD

20: Chemistry > Astronomy (960). 7 new citizens. Completion of 21st and 22nd Trade Caravans and 9th Trireme. Running out of demanded Trades and would prefer to send most undemanded trades to Northia which will require a Midlands road from South to North and one or more Midlands cities on the North coast. In the meantime, will continue landing undemanded trades to the two most distant and highest trade Midlands cities as needed (which are North coast River Capitols Karakorum and Trondheim) to rush a unit per city every 2 or 3 turns and will primarily shift to prolific Settler building at this point as well as building and supporting a Trireme in each of my 12 cities. Have 2 current ship chains in operation, one to each river mouth. 15th Trade: Undemanded Cloth from size 12 city 03 to size 6 Karakorum: 352.

40: Completion of 4 Trade caravans, 3 Triremes and 3 Settlers. Population of 9,24 Million with 12 size 12's and 1 size 11. Population is anticipated to decrease before increasing further : ). 16th Trade: Undemanded Salt from size 12 city 04 to size 6 Trondheim: 312. L 80 > 30, T 20 > 70, Gold income: 148 > 345. Treasury: 434.

60: With newly completed units, currently have 25 trade caravans, 11 Triremes and 5 Settlers. Americans develop Astronomy and i am able to trade them for it. Gifted Astron to the Vikes and Mongols who were both researching it. Gifted Spain's tech in progress of Banking to them.

80: > Chivalry (667 / 924). With newly completed units, currently have 25 trade caravans, 11 Triremes and 10 Settlers. Gifted Feudalism to the 2 civs researching it and updated the 3 Midlands maps. 17th Trade: Undemanded Beads from size 11 city w08 to size 7 Karakorum: 264. Built 13, very 1st Midlands city, South Coast grass/river @ 14/60. 1st basic irrigation. Treasury: 191 Gold.

100: Chivalry > Economics (0 / 952). With newly completed units, currently have 26 trade caravans, 11 Triremes and 11 Settlers. Gifted Chivalry to those researching it. 18th Trade: Undemanded Salt from size 11 e08 to size 6 Trondheim: 244. Hoped to re-trigger previous Gem demand, but it didn't work : ). Will hold Gem back until the demand is re-triggered. 19th Trade: Undemanded Salt from size 12 e09 to size 7 Karakorum: 280. 20th Trade: Undemanded Salt from size 11 e05 to size 7 Karakorum: 280. Built 14, Midland grass/river @ 16/58.

100 ad Summary: Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's. Republic with 14 cities. No wonders in progress. Buildings: 12 Harbors, 12 Aqueducts. Units: 23 Trade caravans (+ 3 in progress), 0 Wonder Caravans, 10 Settlers (+ 10 in progress), 11 Triremes (+ 1 in progress). 20 Trades landed. 35 techs and Econ @ 804 / 952. Completed projects: 7 deforested Plain city sites and 3 other irrigation squares, 9 roads, 0 mines. City Sizes: 2 size 12's, 10 size 11's, 2 size 1's. Population: 8.18 Million. Treasury: 682.

120: With newly completed units, currently have 26 trade caravans, 11 Triremes and 15 Settlers. 21st Trade: Undemanded Salt from size 11 w06 to size 6 Trondheim: 284. Gem demand remains untriggered. Treasury: 663.

140: Economics > Navigation (980). The only other choice was Invention. With newly completed units, currently have 25 trade caravans, 12 Triremes, 18 Settlers and 2 diplomats. Mongols begin Sun Tzu's which i want. Since they are on Midland and not on Northia making them far more accessible, will highly consider the cost effective plan of allowing them to build it and capturing it from them. Would prefer to build Magellan's and Leo's before Sun's and possibly Bach's too. Gifted the 2 civs researching Econ towards it. 22nd Trade: Undemanded Salt from size 10 w11 to size 7 Trondheim: 264. Gem demand in Trondheim remains untriggered and Gem remains undelivered. 23rd Trade: Demanded Wine from size 10 city 03 to size 4 Hladir: 630. Built 15, Midlands South Coast grass/river @ 28/60 with Pheasant. Treasury: 1006.

160: Updated unit count: 21 Trade Caravans, 5 Wonder caravans, 19 Settlers, 13 Triremes, 2 Diplomats. 24th Trade: Undemanded Salt from size 10 city w07 to size 7 Trondheim: 292. Fills beakers. Gem demand in Trond remains untriggered. Able to complete Navigation and would really like to have Magellan's as swiftly as possible, but choosing to hold back at least one turn to grow deeper in wealth first. Also as a result of delaying completion of Navigation, planning to build Bach's before Magellan's and to likely complete Navi once the next 6-8 wonder caravans are assembled. Bach's will make a big impact in being able to celebrate several cities @ 30-40% Lux instead of requiring 60-80. Built 16, Midlands grass/river @ 25/57. Built 17, Midlands grassland near South coast @ 14/56. Treas: 283.

180: Updated unit count: 20 Trade Caravans, 12 Wonder Caravans 17 Settlers, 13 Triremes, 2 Diplomats. 25th Trade: Undemanded Gold from size 11 city 12 to size 7 Trondheim: 344. This finally triggered the Gem to be demanded. 26th Trade: Demanded Gem from size 10 e09 to Trondheim: 653. 27th Trade: Undemanded Beads from size 11 e10 to Karakorum: 260. 28th Trade: Undemanded Salt from size 11 e10 to Karakorum: 260. 1500 Gold worth of trades this turn provides a suitable Gold cushion in which to move forward and a scientist is assigned. Built 18, Midlands Coastal grassland with shared Pheasant. 5 wonder caravans and 600 gold fill 400 shields for Bach's in city 12. Chose city 12 instead of 02 so that several cities have the opportunity to celebrate a turn early and Lux is set to 50% since 2 cities require this. Treasury: 1433.
200: :wavey: Bach's :wavey:. 12 celebrations initiated (in 4 size 11's and 8 size 10's, but only 9 have the food surplus to grow). Navigation > Invention (1008). Mongols completed Navi in the interim so it turns out that i did so unnecessarily. Updated unit count @ beginning of turn: 18 Trade Caravans, 10 Wonder caravans, 16 Settlers, 13 Triremes, 2 Diplomats. No Trades landed. 5 Wonder Caravans and 600 Gold fill 400 Shields.

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.

220: :wavey: Magellan's :wavey:. 9 New Citizens. Completion of 3 Trade Caravans (now have 21). 29th Trade: Demanded Gem from size 11 w06 to size 7 Trondheim: 378. 30th Trade: Undemanded Gold from size 11 w04 to size 7 Trondheim: 130. Re-triggers Gem demand. (Gold trades seem to re-trigger it whereas Salt trades don't). 31st Trade: Undemanded Salt from size 12 e05 to size 7 Karakorum: 146. 32nd Trade: Demanded Wine from size 10 w11 to size 4 Saint Pete's: 200. 33rd Trade: Undemanded Gold from size 10 e08 to size 7 Karakorum: 126. Built 19: Midland Grassland @ 16/52. Now have 980/1008 and City Science @ 10% will complete Invention.

240: Invention > Gunpowder (18 / 1036). Towards Explosives. 7 New Citizens (minus 3 via new settlers). Completion also of 3 Trade Caravans (now have 20 and have 18 Settlers). Irrigated Wheat > Silk on starting island. 34th Trade: Demanded Gems from size 11 w11 to size 7 Trondheim: 378. 35th Trade: Undemanded Cloth from size 12 city 02 to size 7 Karakorum: 184. Built 20, Midlands South Coast Grassland @ 31/61 with Fish. 4 wonder Caravans and 800 Gold fill 400 shields. Treas: 606.

260: :wavey: Leo's :wavey:. 13 trireme's become +1 movement and +1 passenger Caravels. 4 New Citizens (minus 3 via new settlers). Updated unit count @ beginning of turn: 20 Trade Caravans, 0 wonder caravans, 20 Settlers, 13 Triremes, 2 Diplomats.
First bribe: None Archer for 75. 36th Trade: Demanded Gems from size 12 w10 to size 3 Tabriz: 318. Built 21: Midlands South Coast Grassland @ 34/60. 30% Sci to complete Gunpowder and hopefully be offered Explosives. L > 20, T 50.

280: Gunpowder > Explosives (16 / 1064). Updated unit count @ beginning of turn: 20 Trade Caravans, 22 Settlers, 13 Caravels, misc units. 37th Trade: Undemanded Gold from size 12 e10 Gold to Trondheim: 114. Landed this trade specifically in the hope it would re-trigger demand for the Gem that is ready to land, but instead it eliminated Gems altogether. I Have 2 demanded trades positioned to land next turn and of the remaining 11 trades on the Midland continent, none are demanded. Will have my first city on the Midlands North Coast in 2 turns providing access to Northia and given the low Midland bonuses for undemanded trades, will likely choose at this point to save all of them for Northia. Treasury: 106.

300: Completion of 2 Trade Caravans, 3 Settlers and also 1 Dip primarily for overcoming zone of control issues. Built 22, Midlands grass/river @ 15/47 near Trondheim. Built 23, Midlands South Coast Grassland @ 21/61 with Fish. Built 24, Midlands South Coast Grassland @ 18/60. 38th Trade: Demanded Wine from size 11 e05 to size 5 Kashgar: 255. 39th Trade: Demanded Bead from size 11 e09 to size 4 Aarhas: 180. With Beakers @ 723 / 1064 and with the next demanded trade 2 turns from being able to land, S > 70 to complete Explosives and to instantly gain 20+ Engineers.

300 ad Summary: Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's, Bach's, Magellan's, Leo's. Republic with 24 cities (12 original Stc's and 12 young colonies on the Midland continent). No wonders in progress. Buildings: 12 Harbors, 12 Aqueducts. Units: 20 Trade caravans (+ 1 in progress, no other commodities are available to build at this moment in the original 12 cities), 0 Wonder Caravans, 22 Settlers (+ 23 in progress), 13 Caravels, 3 Diplomats, 1 Musketeer (none). 39 Trades landed. 39 techs plus Explosives next turn. Completed projects: 7 deforested Plain city sites and approximately 8 other irrigation squares, about 20 roads, 1 Wheat mined to Silk, and no other mines. City Sizes: 4 size 12's, 5 size 11's, 3 size 10's, 1 size 3, 4 size 2's, 7 size 1's. Population: 8.32 Million. Treasury: 29.

320: Explosives > Democracy (Oedo 460). Gifted Explosives to all 6 foreign civs to stimulate modernization of the road network on both continents as well as hastened city building. Completion of 1 Trade Caravan and 6 Settlers. Leo's upgrades 28 Settlers > Engineers. Cramming cities tight on Midland mostly on grass/no shield squares, laying many one turn roads and irrigating several squares work that was stored en route to new city sites. 5 new Cities built: 25, Midlands South Coast Pheasant @ 5/63. 26, Midlands South Coast Dateline Grassland @ 1/61. 27, First Midlands North Coast city, Grassland @ 17/45. 28, Midlands Grassland 19/57. 29, Midlands Wheat @ 12/48. Needing a bit of extra gold to rush my 1st Midlands North Coast Caravel from 0 > 15 > 40 starting with a disbanded Diplomat, so i landed 40th Trade: Undemanded Gold from size 12 Capitol to size 8 Trondheim: 150. T > 80, 430 gross income. Very little gold to rush units this turn. Treasury: 25.

340: Completion of 1 Engineer, 24th current. Also 1st North Coast Caravel which sets sail towards Northia with 3 demanded trades. 41st Trade: Demanded Wine from size 11 tundra city 12 to size 8 Trondheim: 375. 4 cities built: 30: Midlands grassland @ 22/56. 31, Midlands, 2nd North Coast city, grassland @ 10/46. 32, Midlands grass/river @ 19/51. 33, Midlands grassland @ 32/58. Also the highly efficient and productive corp of Engineers laid about 10 roads and irrigated about 7 squares. End of turn: 19 trade Caravans, 20 Engineers. Treasury: 23.

360: Completion of 4 Engineers (21st > 24th) and 1 North Coast Caravel (15th). Next 3 Trades set sail towards Northia. America builds Copernicus and they also have Great Library. Babylon has had Colossus for a while. Mongols have King Rick's. 4 Cities built: 34, Midlands North Coast grassland @ 23/45. 35, Midlands Grassland @ 14/50. 36, Midlands Grassland @ 28/54. 37, Midlands Grassland @ 31/55. Treasury: 179.

380: Completion of 2 Engineers (21st and 22nd). 4 Cities built: 38, Midlands Grassland 35/57. 39: Midlands grassland @ 12/54. 40, Midlands 4th North Coast city, Grassland @ 5/45. 41, Midlands Grassland @ 26/52. L 20 > 40 to initiate several celebrations. Treasury: 65.

400: Initiation of 12 celebrations including 4 size 3's in Midland. Completion of 4 Engineers (19th > 22nd). Completion of 16th and 17th Caravels, both on the North Coast of Midlands. 6 additional Trades set sail for Northia. Updated all maps as several times before. X Cities Built: 42, Midlands North Coast grassland @ 26/46. 43, Midlands grassland @ 9/57. 44, Midlands grass/river @ 23/51. English builders have laid about 60 roads at this point. 42nd Trade: Demanded Gem from 4 trade special size 11 city 02 to Northian size 8 Washington: 720. Overfills beakers, but the timing is too early by 2 turns early to complete Democracy. Will hold back additional trades until the 460 Democracy including a demanded Bead ready to land so they can contribute to the swift completion of new techs. Now that a few cities have reached size 3 and are able to celebrate, holding off on building Settlers in Midland until cities are size 4 or better.

400 ad Summary: Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's, Bach's, Magellan's, Leo's. Republic with 44 cities (12 original Stc's and 32 young colonies on the Midland continent). No wonders in progress. Buildings: 12 Harbors, 12 Aqueducts. Units: 18 Trade caravans (+ 0 in progress since there are 0 available to build in the original 12), 19 Engineers, 17 Caravels, 2 Diplomats, 1 Musketeer (none). 42 Trades landed. 40 techs plus Democracy @ 1245 / 1092 and ready to complete in the 460 Oedo year. Completed projects: 7 deforested Plain city sites, approximately 18 other irrigation squares and about 60 or 70 roads. It's impossible to know an exact number since many cities are overlapping and the foreign civs have contributed as well. Also 1 Wheat mined to Silk, and no other mines. City Sizes: 1 size 12, 4 size 11's, 2 size 10's, 4 size 9's, 1 size 8, 5 size 3's, 3 size 2's, 24 size 1's. Population: 7.31 Million. Treasury: 628. Notes: Still planning to allow the Mongols to complete Sun Tzu's and to likely time any Midlands military maneuvers to coincide with this, meanwhile expanding as swiftly as possible with peace on all fronts.

420: 12 new Citizens. Completion of 3 Engineers (20th, 21st and 22nd) and 18th Caravel (North Coast). 6 Cities Built: 45: Midlands North Coast Dateline Grassland @ 2/46 with Spice. 46: Midlands Dateline Grassland @ 0/58 with Silk. 47: Midlands Dateline Grassland @ 39/55 with Silk. 48: Midlands Grassland @ 34/54. 49: Midlands Grassland @ 6/56. 50: Midlands Grassland @ 7/53. Holding trades back until 460. Population 8.14 Million. Treasury: 45.

440: 14 new Citizens. 18 Trade Caravans/ 16 Engineers /18 Caravels @ end of 420 > 19 / 22 / 20 @ beginning of 440. Mongols have nearly completed Sun Tzu's and i am inclined to keep the lucrative peace for a while since i want to enjoy the celebration benefits of Democracy and it will be difficult to maintain war with the Senate forcing peace. 3 Cities Built: 51, Midlands South Coast Grassland @ 10/62. 52, Midlands Dateline Grassland @ 3/57 with Silk. 53, Midlands Grassland @ 4/54.
Enlistment of one Scientist in the Capitol. Population: 8.83 Million. Treasury: 87.

460: :wavey: Democracy :wavey: > Leadership (1200). Chosen between Leadership/Metallurgy/Theory of Gravity. Physics / Magnetism would be nice especially to aid in celebration. 4 civs are researching Physics and hopefully one of them will complete it asap. Elimination of corruption adds an average of about 33% to net Gold income, Lux and bonuses, but even the first Caravel away makes celebration more challenging in certain cities. 12 New Citizens (Gross). 4 New Engineers. 19 Trade Caravans/ 19 Engineers / 20 Caravels @ end of 440 > 19 / 23 / 20 @ beginning of 460. Mongols complete Sun Tzu's. Gifted Democracy to the Russians who were researching it and updated maps with them and certain others. 43rd Trade: Demanded Gold from size 12 city 02 to Northian size 4 Toledo: 800. 44th Trade: Demanded Silver from size 11 w11 to Northian size 9 Washington: 630. Fills beakers for Leadership and one scientist is enlisted. Holding back other trades that are positioned to land until next turn. 3 Cities Built: 54, Midlands Grassland @ 6/48. 55: Midlands Grassland @ 35/51. 56: Midlands Dateline Grassland @ 2/52. Population: 9.5 Million. Treasury: 737.

480: Leadership > Physics. Towards Magnetism and chosen over Metallurgy. Myself and 5 foreign civs are all researching Physics now and i will complete it in 1 turn then do my best to gift it to the 5 civs. About 12 new Citizens (gross and 3 net) through celebration. 2 New Trade Caravans + 9 New Engineers. 17 Trade Caravans/ 20 Engineers / 20 Caravels @ end of 460 > 19/29/20 @ beginning of 480.
4 Trades: 45th Trade: Demanded Bead from size 12 w11 to Northian size 4 Toledo: 506. No other demanded trades in position this turn, thus will land some trades that are not demanded anywhere. 46th Trade: Undemanded Oil from size 12 w07 to Northian size 8 America: 292. 47th Trade: Undemanded Oil from size 12 city 02 to Northian size 9 America: 274. 48th Trade: Undemanded Oil from size 12 Tundra city 12 to Northian size 9 America: 230. Fills beakers for Physics and one Scientist is enlisted. 2 Cities Built: 57, Midlands Grassland @ 9/49. 58, Midlands Grassland @ 32/52. First Engineer arrives upon Northian shores to build roads designed to help trades to reach their destinations as swiftly as possible. Updated all 6 maps. Population: 9.5 Million. Treasury: 2056.

500: Physics > Magnetism (1260). Gifted Physics to 4 the 5 civs researching it (and a tech towards it in the other). About 11 new Citizens through celebration growth (gross). 4 New Engineers. 15 Trade Caravans / 27 Engineers / 20 Caravels @ end of 480 > 15 / 31 / 20 @ beg of 500.
49th Trade: Demanded Gold from size 12 w06 to Northian size 4 Toledo: 780. 50th Trade: Demanded Beads from size 12 w07 to Northian size 5 Valencia: 572. Fills beakers and one scientist is enlisted. 2 Cities Built: 59, Midlands Grassland. 60, Midlands Dateline Grassland. 2nd and 3rd Engineers arrive upon Northia and begin laying roads.

500 AD Summary: Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's, Bach's, Magellan's, Leo's. Democracy with 60 cities (12 original Stc's and 48 Midland colonies). No wonders in progress. Buildings: 12 Harbors, 12 Aqueducts. Units: 13 Trade caravans (+ 3 available to build and in progress in the original 12), 29 Engineers, 20 Caravels, 2 Diplomats, 1 Musketeer (none). 50 Trades landed. 43 techs plus Magnetism next turn. Completed projects: 7 deforested Plain city sites, approximately 40 additional irrigation squares and about 120 roads. Also 1 Wheat mined to Silk, and no other mines. City Sizes: 7 size 12's, 2 size 11's, 1 size 10, 1 size 9, 1 size 8, 1 size 7, 4 size 5's, 1 size 4, 2 size 3's, 14 size 2's, 26 size 1's. Population: 10.1 Million. Treasury: 2243.
 
I got tempted into doing an OCC for comparison's sake. Started very much like WildPony by building on the forest and producing 2 size-1 settlers the second of which joins the city after it reaches size 2. However, instead of republic I went for Monarchy. One thing that made this game unusual is that the Americans got conquered by Spanish and the cyan either did not regenerate. This created a key civ hole at Strong which was quite a problem in mid-game. Babylonians also got destroyed by Spanish reducing reliable alliance partners to just one: the Spanish.

Date Produced Tech achieved Other notables

-4000 Move to forest
-3950 London founded on forest.
-3600 Babylonians destroyed by Spanish
-3450 Size 1 settler Ceremonial Burial Settler starts changing city square to plains.

Status at -3000
City Size: 1 Government: Despotism Gold: 11 Techs: 3 Trade routes: 0
Structures:
Wonders:
Units: 1 settler
Goals: Another size 1 settler (in 2 turns), Mapmaking, Monarchy, Trade, Marco, Colossus
Russian: no contact
green: no contact
Viking: no contact
Spanish: no contact
American: no contact
Mongol: no contact


-2900 Size 1 settler Code of Laws
-2700 Americans destroyed by Spanish
-2600 London is size 2. Settler joins London; now size 3
-2550 Phalanx Next production goal is a trireme
-2300 Mapmaking
-2200 Trireme wonder started. Aiming for Monarchy in -1850

Status at -2000
City Size: 3 Government: Despotism Gold: 24 Techs: 5 Trade routes: 0
Structures:
Wonders:
Units: 1 settler, 1 Phalanx, 1 Trireme
Goals: Monarchy in -1850, Trade, Marco, Colossus
Russian: no contact
green: no contact
Viking: no contact
Spanish: no contact
cyan: no contact
Mongol: no contact


-1850 Monarchy Monarchy established. T3L0S7
-1600 London is size 4.
-1450 Currency
-1000 Writing


Status at -1000
City Size: 4 Government: Monarchy Gold: 82 Techs: 8 Trade routes: 0
Structures:
Wonders:
Units: 1 settler, 1 Phalanx, 1 Trireme
Goals: Trade, Marco, Colossus
Russian: no contact
green: no contact
Viking: no contact
Spanish: no contact
cyan: no contact
Mongol: no contact

-0900 Spanish start Hanging Gardens
-0850 Colossus production switches to units
-0775 Trade T7L2S1
-0750 Caravan London is size 5 and capable of producing 10 shields
Settler joins London making it size 6. T7L1S2
-0725 Warrior
-0675 Caravan Mongols also start Hanging Gardens
-0600 Caravan
-0575 Spanish build Hanging Gardens; Mongols abandon
-0500 Mongols start Lighthouse!

Status at -500
City Size: 6 Government: Monarchy Gold: 84 Techs: 9 Trade routes: 0
Structures:
Wonders: Colossus
Units: 1 Warrior, 1 Phalanx, 1 Trireme
Goals: Marco (next turn), Lighthouse, Trade with middle continent, Republic
Russian: no contact
green: no contact
Viking: no contact
Spanish: no contact; Hanging Gardens
cyan: no contact
Mongol: no contact

-0475 Marco
Green and cyan civs did not regenerate? My power is inadequate.
Vikings and Russians are at war with Mongols but not with each other.
Spanish have a lot of cities but they are behind in techs compared to othes.
 
I got tempted into doing an OCC for comparison's sake. Started very much like WildPony by building on the forest and producing 2 size-1 settlers the second of which joins the city after it reaches size 2. However, instead of republic I went for Monarchy. One thing that made this game unusual is that the Americans got conquered by Spanish and the cyan either did not regenerate. This created a key civ hole at Strong which was quite a problem in mid-game. Babylonians also got destroyed by Spanish reducing reliable alliance partners to just one: the Spanish.

I am happy to see a one city comparison game @Ali Ardavan : ). It's really unfortunate that you lost 2 of the foreign civs (2 potential allies and financiers) and this places you at an unfair disadvantage. I lost Cyan in 300 bc which never regenerated and which as you had mentioned created a void with the "Strong" power rating. I had a different color resurrect in one of the gotm 203 games i played, so i am not sure why this is inconsistent.

Your game and my game 1 @ 500 bc seem to be quite even for the most part. Both of us have 9 techs and both are size 6. You built Colossus in 850, me in 875 and we both will have Marco's in 475. One key difference as you had mentioned is that you chose Monarchy as your first government tech reaching it in 1850, whereas i chose the Republic path reaching it in 1650.

I played quite a bit differently in the 2nd game i logged, choosing to pursue Trade before government (Map Making as well), reaching Trade in 1900 and building Marco's as my first wonder in 925 (with Caravans). As a pleasant surprise a foreign civ already had Republic into which i was able to transition in 825. With this momentum, i was able to build Lighthouse in 625, set 3 Trade Caravans in motion towards Midlands and to then emerge with Colossus in 350, the same turn the 2nd trade landed. All in all a much better start than in game 1 and which ultimately resulted in a landing that arrived 60 years earlier.
 
Here is the beginning of my game. I am not done but I am well into the game and haven't really looked at the later parts of other people's logs (although it is the beginning that really sets the tone).

I never really thought about using the forest or the hill as city sites. Also didn't think about size-1 settler. I just founded at the starting point. I did always have a third city on the home island in mind, which became my 5th city next to the wheat square.


-4000 London Founded
-3950 start CB (10)
-3800 Warrior built
-3750 CB -> CoL (22)
-3350 Science Cost is now 18
-3300 CoL -> MM (34)
-3250 London builds Settlers
-3150 York founded at 39,85,6

Status at -3000
Population: 0.02M; Cities: 2; Techs: 4; Government: Despotism
Gold: 11; Cost: 0; Trade routes: 0D0F;
Wonders:
Units: 1 Settler;
Goals: Mapmaking, Monarchy, local expansion
Russian: no contact
Babylonian: no contact
Viking: no contact
Spanish: no contact
American: no contact
Mongol: no contact

-2800 MM -> Monarchy (48), York switches to Trireme
-2650 London builds Settlers
-2550 York builds Trireme
-2500 Settler moves into York, charges, ships out
-2450 Settler lands at 32,80
-2400 Settler builds road, science cost has dropped to 40, throwing off OEDO calculation
-2350 Monarchy -> Currency (60)
-2300 Spanish destroyed by Babylonians, Nottingham founded at 33,79,6, Revolution
-2250 Monarchy established
-2200 Babylonians start Pyramids
-2050 York builds Settlers
-2000 Americans start Pyramids, Currency -> Writing (72), London builds Settlers

Status at -2000
Population: 0.05M; Cities: 3; Techs: 7; Government: Monarchy
Gold: 59; Cost: 0; Trade routes: 0D0F;
Wonders:
Units: 2 settlers, 1 Warriors, 1 Trireme;
Goals: Trade, local expansion, LH
Russian: no contact
Babylonian: no contact
Viking: no contact
Spanish: destroyed
American: no contact
Mongol: no contact

-1900 Hastings founded at 11,79,6
-1750 Nottingham Settlers
-1700 Writing -> Trade (84)
-1650 Canterbury founded at 5,85,6
-1550 York builds Settlers
-1450 Trade -> Literacy (112)
-1400 Hastings builds Trireme
-1250 London Food
-1200 Nottingham Food, Coventry founded at 25,85,6
-1150 Literacy -> Mysticism (126)
-1100 Babylon builds Pyramids, Americans switch to GL
-1050 Hastings Food, York Food

Status at -1000
Population: 0.22M; Cities: 6; Techs: 10; Government: Monarchy
Gold: 111; Cost: 0; Trade routes: 0D0F;
Wonders: Lighthouse in 2 turns (York will finish caravan next turn and then build LH)
Units: 1 settlers, 2 warriors, 2 Trireme, 4 caravans
Goals: head towards center land, more caravans for MPE, Philosophy
Russian: no contact
Babylonian: no contact
Viking: no contact
Spanish: destroyed
American: no contact
Mongol: no contact

-975 Canterbury Food, 4 vans to York
-950 Nottingham Settlers, York builds LH
-900 Mysticism -> Philosophy (140)
-850 Golden Age of Philosophy being in Boston, Americans switch from GL to Colossus, Warwick founded at 35,61,5
-825 Boston builds Colossus, Americans change to GW
-775 Philo -> HBR (only choice - 154), Hastings Food
-725 Americans switch to MPE, Washington builds MPE, Coventry builds Settlers
-700 Neutral Mongol emissary arrives, WC -> Philo, no, Ask for Philo, no, Peace. York Salt
-675 Receptive Russian Emissary arrives, WC -> MM, no, Ask for MM, ok (cordial), Peace, will not trade Maps, Give Philo (worshipful), exchange maps
-650 HBR -> Pottery (180), Nottingham Dye,
-600 Canterbury Food, London Food
-575 Mongols start HG, Hastings Salt
-525 Pottery -> The Republic (195), Nottingham Dye to Moscow 88 (first trade route)
-500 London builds HG, (WLTKD)

Status at -500
Population: 0.41M; Cities: 7; Techs: 14; Government: Monarchy
Gold: 422; Cost: 0; Trade routes: 0D1F;
Wonders: Lighthouse, Hanging Gardens
Units: 3 settlers, 11 warriors, 2 Triremes, 2 caravans
Goals: Republic, start trading
Footprint: 6 cities in homeland, 1 on the southern border of the middle continent
Russian: Cordial, Peace, no embassy
Babylonian: no contact, Pyramids
Viking: no contact
Spanish: destroyed
American: no contact, Colossus, MPE
Mongol: Icy, Peace, no embassy

Note: I am not sure why I have 422 gold, probably should have been rush building.
Missing out on Philosophy was annoying.
Missing out on MPE was really bad.
The turn before the Americans built MPE, I only had 2 vans with 4 other about half way done.
Maybe some rush builds could have let me win that race.
I just checked my save file (using cheat mode to see).
In -750 they were researching Trade and had 206/300 for GW.
When they discovered Trade they were able to switch to MPE and build it (wasting a few shields).


On the other hand in the next segment, I did some rush building for city improvements and also a little bribery of the Mongols.

-475 Nottingham Silk
-450 Newcastle founded at 18,84,6
-425 Republic -> Polytheism (224), Revolution, York Silk, Republic established, T/L/S = 0/6/4
-400 Mongols Sneak Attack, 1 warrior killed, , WLTCD in Canterbury, Hastings, Nottingham, York and London
-375 Babylonians start GL, Hastings Salt to Minsk 184
-350 Polytheism -> Monotheism (255), Warwick Diplomat, Coventry Copper, WLTCD ends in Canterbury and Hastings, York Salt to Karakorum 209
-325 Monotheism -> Seafaring (272), Hastings Settlers, WLTCD ends in York
-300 WLTCD in Warwick and Hastings, Nottingham Salt (WLTCD ends), London Wool (WLTCD ends), Nottingham Silk to Moscow 205, Trade with Russians Republic -> Math (306)
-275 Seafaring -> Astronomy (324)
-250 Hastings Harbor, York Beads, London Harbor (WLTCD), bribe Tabriz 226 (43+phal+Construction(342)) - WAR with Mongols
-225 order restore Tabriz, WLTCD ends in Warwick
-200 Warwick diplomat, Canterbury Food, Hastings Temple, York Harbor (WLTCD), London Temple (size 8)
-175 Mongols demand 50, no, war continues, York Temple, WLTCD ends in London, Hastings size 8
-150 WLTCD ends in Hastings
-125 York size 8, T/L/S = 3/3/4
-100 Astronomy -> Navigation (560), WLTCD ends in York
-75 size 2 Bokhara wants 370 for revolt, kill phalanx in Bokhara, Bribe empty (size 1) Bokhara 93 (22+Horse(outside)+Barr+Masonry), Mongols demand Republic, no, war continues
-50 Receptive Viking emissary, IW -> Construction (616), yes, WC -> Republic, no, Peace, order restored in Bokhara, London Wool to Karakorum 410, T/L/S = 0/4/6
-25 Mongols develop Wheel, WLTCD in Coventry, Canterbury Temple (WLTCD), Nav -> BB (644)
+1 Coventry Copper to Moscow 112, York Silk to Trondheim 372

Status at +1
Population: 1.84M; Cities: 10; Techs: 24; Government: Republic
Gold: 577; Cost: 8; Trade routes: 0D7F;
Wonders: Lighthouse, Hanging Gardens
Units: 3 settlers, 4 warriors, 3 Phalanx, 1 Horseman, 6 Crusaders, 2 Triremes, 3 caravans
Goals: Continue trading, conquer Karakorum (and possibly some other Mongol cities), head to upper continent
Footprint: 7 cities in homeland, 1 on the southern border of the middle continent, 2 former Mongol cities
Russian: Uncooperative, Peace, no embassy
Babylonian: no contact, Pyramids
Viking: Cordial, Peace, no embassy
Spanish: destroyed
American: no contact, Colossus, MPE
Mongol: Uncooperative, War, no embassy


Final Note: With Karakorum on the river and CW, I am going to need veteran Crusaders to have a chance. Need a couple more barracks to build veterans.

Final Final Note: I edited my log to note that the Spanish were destroyed by the Babylonians in -2300.
 
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Need to figure out a backup plan if I cannot snag Trondheim.
20 AD: T3L0S7.
40 AD: T1S2S7 for celebrations in York and Canterbury. Will deliver next turn. Attack Trondheim with 4 ellies, one vet: Kill 2 defenders, lose 2 ellies, but not enough movement points to conquer the city. Attack likely failed... at least I'm probably not dealing with Vets.
60 AD: Attack Trondheim again: defender barely killed by wounded ellie. Trondheim seized for 3c+120g+GL. VIKING CIV DESTROYED BY ENGLISH. Canterbury salt (d) to Karakorum: 346g. Trade to Mongols for The Republic. Will switch in 4 turns and celebrate from there. I will likely shelve plans of attacking Mongols, celebrations are higher priority. Trondheim will build a boat to meet northern civs.
80 AD: The Wheel -> Seafaring. American trireme spotted near Trondheim. 2 vans in London, rush another. Mikes will be done on 140 AD. A bit late but what can we do. York silk (d) to Karakorum: 381g. T3L0S7. Hum. I wonder if it's possible to fool the AI in building Shakes so their city can WLTPD up to 20 in Karakorum?
100 AD: Find Mongol city of Aleppo. Sell Kaupang barracks.
120 AD: Van in London, Mikes next turn. REVOLUTION. T4L6S0.
140 AD; REPUBLIC. T1L4S5 for celebrations everywhere. MIKES IN LONDON.
160 AD: Seafaring -> University. Oxford silk (d) to Bokhara: 264g. More than I was expecting!
180 AD: I need now to create a road network to send to northern cities as needed. The land I have is undeveloped. Roads and cities need to be built, This celebration won't last as long.
200 AD: OG cities need harbours to grow to size 8. I will wait until that is done before halting the celebrations, for the sake of trade bonuses. Uppsala size 6, 720g to bribe... oof! Maybe I should have extorted some tribute whilst in Monarchy. (I was scared of getting Feudalism. Please remind me if getting tech as tribute is possible if they actually have money to gift)
220 AD: Maybe should have delivered last and eaten the beaker loss... now it's only 2 turns, bleh. Techbomb Mongols to get a tech next turn instead. Hastings6 copper (d) to Bokhara: 280g. Coventry dye (d) to Londres: 156g. Hides demand in London!
240 AD: University - > Something.
260 AD: Spot Americans: refuse to give University, WAR. How odd! WIll celebrate until 300 AD.
Interturn: Mongols almost done with Sun tzu.
280 BC: Spot Washington. Americans have GW.
Interturn: Samarkand builds Sun Tzu.
300 BC: Something -> Banking. Brighton dye (d) to Hastings: 120g. T2L0S8, rush a few Temples here and there. Techrate 4 turns. Spot bab city of Nineve: trade for Banking, gift a few techs, maps. Americans: get peace after gifting, maps. Reveals Spanish location. Getting to them without getting my unit expelled is going to be tricky. ND to Londres for 82g. CAnterbury6 silk (d) to Uppsala: 450g. Big payouts, but not having road networks is proving to be a pain. Those elephant setbacks are crippling my good start - I am rushing settlers just now, but they are coming 15 turns too late. I also need a 2nd city to support a northern trireme, and some settlers on the northern islands for the same reasons...
320 AD: ->Bridge Building -> Astronomy. Gift Medicine to Mongols. (When did I get it? 300 AD I guess) ND for 64g, unfortunate demand loss.
340 AD: 7 Settlers built.
380 AD: Mongols develop Astronomy... on the same turn I research it. Unfortunate. MB for not checking embassy, I suppose. -> Theory of Gravity. Spanish seem weak, is it worth it to try killing them for the colony? Could be, perhaps. Richmond built on middle island as 2nd northern port city. Immediately ask, and get, troop withdrawal. Exeter built. The copper/dye bug cycling in and out is very annoying for my vans, they are stuck in a loop thanks to not reaching cities in time... Oxford6 beads (d) to Kashgar: 152g. Liverpool6 copper (d) to Kashgar: 216g. The big northern cities are Hides-land but getting the road network to them is going to take some time. (Post-game edit: I was not fast enough.)
400 AD: Infiltration successful. I will be able to meet Spanish. York hides (d) to Douvres: 140g. City no longer demands beads, but it seems hides demand is a wildcard. T5L0S5 for some money next turn. I have a tech next turn and some deliveries the turn after, I can afford to RB a bit.
420 AD: Theory of Gravity -> Economy. Gloucester built. Meet Spanish: I refuse to offer Republic, WAR. Unfortunately Salamanque is size 2 so I will most likely sack the city instead of taking it. Need to take the longer way around, to Madrid.
440 AD: Hasting silver (d) to Karakorum: 502g. Resets it to Copper/Dye/Silk. Silk blocked, and I do not have much of copper/dye flying around. This road network really needs to get up faster. Some deliveries delayed until next turn.
460 AD: Economy -> Chemistry. Reading dye (d) to Hastings6: 108g. Kiev dye (d) to Nottingham: 148g. Warwick6 dye (d) to Aleppo: 336g. Techbomb Mongols again. T6L0S4.
Interturn: Mongols start Adam Smith's. Maybe a tad bit too ambitious on the techbomb.
480 AD: Chemistry -> Engineering. Canterbury6 beads (d) to Tabriz: 320g, T2L0S8. Run into a Spanish horseman whilst moving my northern elephants, NO! Sign peace. Actually not a good thing, I'd disband those units anyway if I can't make good use of them.

STATUS AT 520 Ad: (Beginning of 127th turn)
Population: 3.130.000 Cities: 23 Government: Republic Total advances: 32 (researching Engineering)
Gold: 575 T2L0S8 47 income, 14 Cost, 193 Beakers/turn. Production: 111MT Citizens: 99
Units: 18 Settlers, 1 Warriors , 8 Triremes, 11 Phalanxes , 3 Elephants, 19 Caravans
Wonders: LH, HG, Mikes, GL.
Foreign relations: Russians conquered, Vikings conquered. Peace with others.

Goals: Build wonder vans (Adam Smith's is in danger of being lost. Also Magellan's, as Mongols are researching Navigation) Finish road network to northern shore. Build a few cities in northern islands for boat support, and ferry defenders there. I want regular-ish trade to Babs/War Crime Perpetrators to be a regular thing. I'm not sure what my biggest priority is here. My southern cities sitll have generic commodities available. , and I don't have enough boats to move the freight around. Heh, I could change some cities to build just that.
 
Hum. I wonder if it's possible to fool the AI in building Shakes so their city can WLTPD up to 20 in Karakorum?

Clever idea, but i would be surprised if this could be orchestrated without a lot of luck. The surest and quickest way i can think of to get Karakorum to size 20 is to first capture it and celebrate it yourself to 21, then leave it empty for them to capture back reducing it back down to size 20. Also, since you have HG and soon Mike's, you would Not need to incur the significant cost of Shakespeare's to reach size 21. In my best estimate, in order to reach size 21 in Republic in a distant city with significant corruption, you would likely need a Temple, Courthouse and maybe a Colosseum. Bach's would help a lot too and with all the corruption, it might or might not replace the need for a Colosseum.

However, with all of the happy wonders in your hands, the Mongols would likely struggle to keep that size 20 content without Shake's. A Cathedral would help a lot too, but you wouldn't be able to build it. You would be able to build a Marketplace and a Bank to double Lux, but by this time after constructing 5 extra buildings (in addition to Harbor, Aqueduct and Sewer which you would have to build anyway), it might have been more cost effective to simply build Shake's : ).
 
Goals for this period were: Continue trading, conquer Karakorum (and possibly some other Mongol cities), head to upper continent,

Trade did not end up being a large part of this period. I think I spent too much time dealing with the Mongols.

+20 BB -> Medicine (672), Nottingham Salt to Nishapur 144, 240 spent on RBs
+40 Tabriz Barracks (WLTCD), Warwick Barracks, 85 spent on RBs
+60 143 spent on RBs
+80 Mongol Chariot kills Phal, kill Mongol Chariot+Catapult, 55 spent on RBs
+100 Mongols start Copernicus, 51 spent on RBs
+120 Kill Phal+2Archer in Karakorum (5 Crusaders die(4 vet)), Mongols abandon Copernicus, Karakorum captured (175+Wheel(700)), 88 spent on RBs
+140 Medicine -> Engineering (728), order restored in Karakorum, London builds Library, Senate signs CF with Mongols, I take 350 for Peace, York Beads to Kiev 168, 41 spent on RBs
+160 9 spent on RBs
+180 Newcastle Silver to Moscow 100, 85 spent on RBs
+200 Karakorum Temple, 6 spent on RBs
+220 Mongols demand withdrawal from Nishapur, no, War, Engineering -> Invention (756), Hastings Dye to St. Petersburg 140, Oxford founded at 23,55,5, 8 spent on RBs
+240 Tabriz Diplomat, kill 2 archers in Nishapur (7+WC(840)+Barr), Mongols demand 150, no, War, 73 spent on RBs
+260 Warwick Diplomat, order restored in Nishapur, Bribe Mongol Settler 172 (NON), 11 spent on RBs
+280 Babylon builds GL, Bribe Mongol warrior 21, warrior 21, 81 spent on RBs
+300 Nottingham Settlers, Bokhara Diplomat, Bribe Samarkand 108 (5+Phal+Barr), Senate approve continued war, 8 spent on RBs
+320 order restored in Samarkand, Invention -> University (870), 48 spent on RBs
+340 London Diplomat, Kill Phal in Uppsala (5), 8 vans to London
+360 Babylonians start KRC, order restored in Uppsala, London builds Mike's (WLTCD), Senate supports continued war with Mongols, 6 spent on RBs
+380 WLTCD in 9 cities, ends in London, 8 spent on RBs, T/L/S = 1/4/5
+400 American Trireme attacks Caravel and dies, WLTCD ends in 3 cities, starts in London
+420 WLTCD in 1 city, ends on 4, 14 spent on RBs
+440 WLTPD ends in 2 cities 4 spent on RBs
+460 Mongol capital moved to Smolensk, land near Boston, Americans demand Invention, no -> War, Hut -> 50g, 22 spent on RBs
+480 University -> Chemistry (900), Bokhara Settlers, 19 spent on RBs
+500 Kill phal in Aleppo (12), 6 spent on RBs

Status at +500
Population: 3.20M; Cities: 16; Techs: 31; Government: Republic
Gold: 108; Cost: 16 Trade routes:6D7F;
Wonders: Lighthouse, Hanging Gardens, Mike's
Units: 6 settlers, 4 warriors, 7 Phalanx, 6 Crusaders, 4 Caravels, 3 Diplomats, 7 caravans
Goals: Continue trading, establish foothold on upper continent
Footprint: 7 cities in homeland, 2 on the middle continent, 7 former Mongol cities
Russian: Uncooperative, Peace, no embassy
Babylonian: Uncooperative, Peace, no embassy, Pyramids, GL
Viking: Cordial, Peace, no embassy
Spanish: destroyed
American: enraged, War, no embassy, Colossus, MPE
Mongol: Uncooperative, War, no embassy
 
I have a question about your original OCC log.

Decided to play this as a One City Game.

750: Trade > Ceremonial Burial (112). Trireme > Wonder Caravan. Trireme explores one step to open up the whale and the remaining ocean squares within the city perimeter and then goes back into the city to disband, allowing the city to produce 10 net shields to hasten completion of the next 8 wonder caravans and 3 Trade caravans. Caravan rushed 20 > 30 > 40.

750 bc Summary: Colossus. No wonders in progress. Republic size 6, 9 techs. No buildings, 1 Settler. Treasury: 10.

725: 1st Wonder Caravan > 2nd.
625: 2nd Wonder Caravan > 3rd.
550: 3rd Wonder Caravan > 4th. Final work is done in capitol and Settler is disbanded.
500: 4th Wonder Caravan > Marco's and 4 caravans fill 200 shields.

500 bc Summary: Colossus and Marco's to emerge next turn. Republic, Size 6. 9 techs, No buildings, no units. Treasury: 50 gold.

475: Marco's.

You produced your first caravan in 725. You were producing 10 shields per turn. Your treasury (in 750) was 10.

How did you produce your 2nd caravan in 4 turns, your 3rd in 3 turns and your 4th in 2 turns? I assume you must have rushed them. But where did you get the money? What were your Tax/Lux/Sci settings during these turns?

I can see that part of the reason for 2 turns on the 4th caravan was the disbanding of the settler, but without rushing, it still should have taken you 3 turns.
 
I have a question about your original OCC log.



You produced your first caravan in 725. You were producing 10 shields per turn. Your treasury (in 750) was 10.

How did you produce your 2nd caravan in 4 turns, your 3rd in 3 turns and your 4th in 2 turns? I assume you must have rushed them. But where did you get the money? What were your Tax/Lux/Sci settings during these turns?

I can see that part of the reason for 2 turns on the 4th caravan was the disbanding of the settler, but without rushing, it still should have taken you 3 turns.
I'm going to have to look back and figure out the details...
 
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I have a question about your original OCC log.



You produced your first caravan in 725. You were producing 10 shields per turn. Your treasury (in 750) was 10.

How did you produce your 2nd caravan in 4 turns, your 3rd in 3 turns and your 4th in 2 turns? I assume you must have rushed them. But where did you get the money? What were your Tax/Lux/Sci settings during these turns?

I can see that part of the reason for 2 turns on the 4th caravan was the disbanding of the settler, but without rushing, it still should have taken you 3 turns.

That first reply was not supposed to post yet, i was experimenting with a new smart phone there : ).

The following is the pertinent part of my log:
750: Trade > Ceremonial Burial (112). Trireme > Wonder Caravan. Trireme explores one step to open up the whale and the remaining ocean squares within the city perimeter and then goes back into the city to disband, allowing the city to produce 10 net shields to hasten completion of the next 8 wonder caravans and 3 Trade caravans. Caravan rushed 20 > 30 > 40.

750 bc Summary: Colossus. No wonders in progress. Republic size 6, 9 techs. No buildings, 1 Settler. Treasury: 10.

725: 1st Wonder Caravan > 2nd.
625: 2nd Wonder Caravan > 3rd.
550: 3rd Wonder Caravan > 4th. Final work is done in capitol and Settler is disbanded.
500: 4th Wonder Caravan > Marco's and 4 caravans fill 200 shields.

Edit: Please see a future post which is 3 messages down for the re-creation of this time frame.
 
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It is too bad you don't have the save files, it would have been nice to see what actually happened. One of the reasons I asked was I playing a second attempt after finishing my first one. I was doing an OCC and following your log . When I was playing the size 6 city with the workers on Whale, Whale, Mine, Wheat, Grass and Plains (which produces 10 shields), only produces 22 trade. It requires 40% luxury or there would be disorder. You can get away with 30% Luxury if you work the fur instead of the mine, but then you don't get 10 shields.

That being said, in my version, I produced the first wonder van in -700 (1 turn later than you) and produced the 4th in -475 (also 1 turn later). I did turn science off 1 turn after Trade was completed.

Of course, there are differences in the 2 games. In my version, The Babylonians were destroyed in 3600 BC. Apparently they were replaced by the Zulus, but the Zulus were destroyed in 3200 BC. So whenever the English are Weak (last place of the 6 remaining civs), there is no "key Civ".

Another difference was evident after MPE was built. The Americans and Spanish were at war (remember Green was eliminated). The 3 middle continent civs were all at war with each other. So, I could only get 2 alliances.

BTW. You said you got an alliance with Rome. What happened to the Russians?
 
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It is too bad you don't have the save files, it would have been nice to see what actually happened.

One of the reasons I asked was I playing a second attempt after finishing my first one. I was doing an OCC and following your log . When I was playing the size 6 city with the workers on Whale, Whale, Mine, Wheat, Grass and Plains (which produces 10 shields), only produces 22 trade. It requires 40% luxury or there would be disorder. You can get away with 30% Luxury if you work the fur instead of the mine, but then you don't get 10 shields.

That being said, in my version, I produced the first wonder van in -700 (1 turn later than you) and produced the 4th in -475 (also 1 turn later). I did turn science off 1 turn after Trade was completed.

You're right the save would be very helpful. You raise another good point about the squares that would be needed to produce 10 shields and that this would diminish the trade numbers and increase the demand for a higher Lux rate. You are also right that i would have needed T 60 / L 40 which would have provided 10 net shields (11 minus 1 for the Settler) and 22 Trade / 13 Gold income. This is probably why it took an extra turn in the original log as compared to my attempt to re-create it (and as well why disbanding my settler in 550 was needed and apparently helpful). As such, it would seem that the original log was accurate afterall. I just found the 1000 bc save and now that you have provided these additional details, i could replay it thru 500 to be able to provide a more accurate picture of how it was done. Were you also in Republic with Colossus during that time window when the 4 Caras were being built?

Of course, there are differences in the 2 games. In my version, The Babylonians were destroyed in 3600 BC. Apparently they were replaced by the Zulus, but the Zulus were destroyed in 3200 BC. So whenever the English are Weak (last place of the 6 remaining civs), there is no "key Civ".

Hard luck to lose a Civ and especially the same color twice : ). If this caused the beakers for Trade to be more expensive, (or maybe Currency and/or Trade) it could potentially account for setting a guy back one turn.

Do you plan to log your one city game?
 
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It is too bad you don't have the save files, it would have been nice to see what actually happened. One of the reasons I asked was I playing a second attempt after finishing my first one. I was doing an OCC and following your log . When I was playing the size 6 city with the workers on Whale, Whale, Mine, Wheat, Grass and Plains (which produces 10 shields), only produces 22 trade. It requires 40% luxury or there would be disorder. You can get away with 30% Luxury if you work the fur instead of the mine, but then you don't get 10 shields.

That being said, in my version, I produced the first wonder van in -700 (1 turn later than you) and produced the 4th in -475 (also 1 turn later). I did turn science off 1 turn after Trade was completed.

Re-creation of One city Game 1 from 975 BC > 500 BC as closely as possible (by re-playing it).

975:
5 > 6 via food growth. Sticking with mistake of not mining Wheat to Silk to re-create game as closely as possible.... completed irrigation on Plain.
925: Currency > Trade (0 / 91).
875: :wavey: Colossus :wavey:.
750: Trade > Ceremonial. T > 60, L > 40. Gold income = 13 per turn. Trireme > 1st Wonder Caravan. Trireme explores one step to open up the whale then immediately disbands inside city to open up a 10th net shield. Rushed 20 > 30 > 40. 10 net shields are set by keeping away from the Fur. End of turn treasury: 11 (somehow one extra gold).
725: Completion of 1st Wonder Caravan. Beginning of turn Treasury: 11 + 13 = 24.
700: Production of 2nd Caravan @ 10. Treasury: 24 + 13 = 37. No rushes.
675: Production @ 20/50. Beginning of turn Treasury: 37 + 13 = 50. Rush 20 > 30 > 40. End of turn treasury: 0.
650: Completion of 2nd Wonder Caravan. Beginning of turn Treasury: 13. If this had been completed in 625 due to having one fewer Gold coin, it would not have changed the completion dates of the next two in 550 and 500.
625: production @ 10. Beginning of turn Treasury: 13 + 13 = 26.
600: Production @ 20, Treas: 39.
575: Production @ 30, Beginning of turn Treas: 52, rushed 30 > 40. End of turn Treas: 27.
550: Completion of 3rd Caravan. Beginning treasury: 27 + 13 = 40. Disbanding of Settler inside city. Production @ 20.
525: Production @ 31. Beginning treasury: 40 + 13 = 53. Rush 31 > 40. End of turn Treasury: 31. Plain > Fur.
500: Completion of 4th Caravan. Beginning of turn Treasury: 31 + 15 = 46.
 
Another difference was evident after MPE was built. The Americans and Spanish were at war (remember Green was eliminated). The 3 middle continent civs were all at war with each other. So, I could only get 2 alliances.

This makes it more difficult to have the strongest possible game for sure. Maybe you do this too, but when two (or more) civs are at war with one another, i generally choose to ally with the side that is likely be the greater financier (the one likely to have the highest power rating) and i hold back on any treaties with the other one(s). Later when or if they make peace with eachother, i seek an alliance with the weaker one(s) at that time.

BTW. You said you got an alliance with Rome. What happened to the Russians?

I'm pretty sure i just slipped up there and referred to the Russians as Romans : ).
 
I am leaving on a 2 week vacation to Australia tomorrow and I won't have time to post the log before I go.

I was not happy with the pace of the game I was playing. Trade was one of the major issues. I built the original 3 trade caravans in a similar time frame as you. But trade never reset and I was unable to get any more trade and I played until well after 1000AD.

So, I went back to the point when MPE was built and made different choices. I only signed 2 initial alliances (Vikings and Spanish). The next turn the Americans offered an alliance against the Vikings. I turned them down. Then in -150 the Mongols offered an alliance against the Russians (the weakest player) and I accepted. Then in -50 right after the Spanish and Americans made peace, I was able to get an alliance with the Americans. So 4 alliances and war with the Russians. Much better than 2 alliances, shaky relations with the other and a bad reputation.

Also, trade has been much better. The 3 vans were different this time (Gems, Beads and Oil). The beads were delivered quickly (1AD) to Aleppo just off the south coast. Gems were demanded by Trondheim, so the march up the river was quite long. But in 100AD, before Gems were delivered and just after the Oil had boarded the trireme, I notices that Salt and Cloth were available to be built. I have been able to produce about 10 trade vans and Gold even opened up at some point.
 
This may not belong in this Discussion, but since I noticed it in playing a Game of Month, I will start here.

One thing I noticed during my second iteration of the OCC was some major 'cheating' from the AI.

Here is a short portion of my log.

+1260 Barcelona complete Darwin (magnetism and banking), Vikings change to WS, Mongols change to WS, Spanish start Mikes...
+1280 ...
+1300 ...
+1320 ...
+1340 ...
+1360 ...
+1380 ...
+1400 Nishapur grants Women's Suffrage, Mongols switch to Mike's, Vikings switch to SoL, ....
+1420 ...
+1440 ...
+1460 ...
+1480 ...
+1500 ...
+1510 Russians start Magellan's, Russians demand 200, I refuse, War, Trondheim builds SoL...
+1520 Nishapur builds Mike's, Mongols change to Magellan's, Spanish abandon ...


So Nishapur built Women's Suffrage in +1400 and somehow 'switched' to Mike's. It then completed the 400 shield wonder in 7 turns.

I went back and looked at my save files using 'cheat' to get the following information. The Vikings were building WS in Trondheim. The Spanish were building Mike's in Cordoba. The Mongols were building WS in Nishapur, until they switched to Mike's and then Magellan's.

From the save files I got the number of shields in the box for each city. BTW, for most of this time period, Nishapur was producing 7 shields while Cordoba and Trondheim were only producing 3 (and supporting 4 or 5 units).

+1260 C = 23, N = 354, T = 181
+1280 C = 33, N = 381, T = 196
+1300 C = 43, N = 409, T = 210
+1320 C = 53, N = 438, T = 224
+1340 C = 63, N = 468, T = 238
+1360 C = 73, N = 500, T = 252
+1380 C = 83, N = 533, T = 266
+1400 C = 93, N = 184, T = 279
+1420 C = 102, N = 214, T = 294
+1440 C = 110, N = 246, T = 307
+1460 C = 119, N = 280, T = 321
+1480 C = 127, N = 315, T = 353
+1500 C = 148, N = 351, T = 359
+1510 C = 158, N = 360, T = 0 (now building Frigate), Moscow was producing Elephant (25/40) now Magellan's 18/400
+1520 C = 36/40 (Rifle), N = 189, T = 3/50, M = 35

So not only were the AIs getting more shields per turn than they should have but in +1400 when Nishapur should have been at 0 (after WS), they were already at 184. Then in +1520, when they should have been at 0 after completing Mike's, they were already at 189.
 
I am leaving on a 2 week vacation to Australia tomorrow and I won't have time to post the log before I go.

Sounds great, enjoy : ).

But trade never reset and I was unable to get any more trade and I played until well after 1000AD.

I experienced a similar challenge in my first one city game, then by game 2 i had remembered that when all three commodities have landed and this has not triggered new availability, you can send a food caravan into starting a wonder and often (but not always) this instantly triggers one or more new commodities at which point you can switch from the wonder production to a penalized Caravan production @ 25 shields that given the benefits is of course well worth doing. As a result of this tactic, i was able to land quite a few extra trades in game 2 and to land the ship quite a bit earlier.
 
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2nd Multi City game: Planning to test a few ideas that i expect will provide even greater success than achieved in game one (ie: swiftness in achieving certain goals) and to compare the results. For starters i am planning to build the Capitol in the Forest and to build 2 size 1 settlers there. 4000 bc > 460 ad (mid turn).

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 @ 39/85.
2850: Map Making > Ceremonial Burial. Built 03, Grassland with shared Fur and shared Wheat @ 5/85.
2750: Cap 16 > 20 to complete the civ's next settler one turn earlier.

Hit a wrong button and lost everything thru 75 bc, but the good news is that only 2000 years of history was lost. Picking up @ 50 bc and will provide a 1 AD Summary and comparison.


50: Chemistry > Astronomy. Russians completed Astronomy immediately before i chose it and i traded them for it. 6 new Citizens. New units and buildings: 9th, 10th and 11th Trade Caravans. 1st Aqueduct. Updated Techs in progress by color: Navigation, Feudalism, Engineering, Engineering, Engineering, Chivalry. Every tech is unchartered territory except for Feudalism which the Mongols have and for which they will not trade since they are building Sun Tzu's. Built 14, Midlands South Coast grassland/river mouth @ 28/60. Projects completed: 14th road, 10th, 11th and 12th irrigation. Treasury: 68.

25: > Engineering (3 / 899). 3 new Citizens. New units: 13th Trade Caravans. Cities built: 15: Midlands grass/river @ 25/57 with Banana. 16: Midlands Grassland with Wheat @ 14/56. Projects completed: 15th and 16th roads. Treasury: 60.

1 AD: 3 new citizens
. New units: 14th Trade Caravan. Cities built: 17: Midlands grassland. 18: Midlands 1st North Coast city on Banana near Trondheim. 2 big demanded trades are positioned to land next turn. Treasury: 20.

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.

As compared against Game 1:

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.

Commentary: Interesting contrasting choices and developments between the two games. The two games both have the same 5 Wonders and they were built in relative proximity to one another. Game 1 currently has larger cities, 12 Aqueducts vs 1, 20 trade caravans vs 14, 32 techs vs 30, 14 trades landed vs 11 and 964 gold vs 20, whereas game 2 has 18 cities vs 12, 11 Settlers vs 0, 14 Triremes vs 8, 12 irrigations vs 1, 16 roads vs 8.... and very significantly the capacity to now send lucrative trades to Northia the first 2 of which will set sail in 2 turns... and a nearly completed direct road (shortcut) for Northia-bound trades to scurry along connecting the South Coast of Midland @ river mouth city 13 to the North Coast including city 18.

20: New Units: 15th, 16th and 17th Trade Caravans. First Midlands city reaches size 3 and enters into celebration.
12th Trade: Demanded Salt from size 11 w11 to size 5 Kashgar: 504.
13th Trade: Demanded Gems from size 8 e12 to size 6 Trondheim: 599. Fills beakers to overflow and one Scientist is assigned.
Completed Projects: 13th, 14th, 15th and 16th irrigations and 17th road. Cities Built: 19: Midlands South Coast Grassland with shared Pheasant. 20: Midlands South Coast dateline Grassland with Fish.

40: Engineering > Sanitation (0 / 930). Gifted Engineering or towards it to the 3 civs researching it. Taking a brief break from all of the exhausting celebration and Lux is set to 30 : ). Planning to stir it back up once the finances are in place for several Aqueducts.
New Units: 16th, 17th, 18th, 19th, 20th, and 21st Trade Caravans. 15th, 16th and 17th Triremes.
Cities Built: 21, Midlands Grassland. 22, Midlands Grass/river with shared Banana. 23: Midlands Grassland with shared Banana.
Completed Projects: 18th and 19th roads. Treasury: 256.

60: New Units: 22nd Trade Caravan, 7th Settler. Gifted Spain Engineering and America Astronomy. Updated techs in progress by color: Navigation, Feudalism, Economics, NONE, NONE, Chivalry. Cities Built: 24, Midlands South Coast Grassland with Fish. 25: Midlands North Coast Grassland. 26: Midlands South Coast Grassland with Fish. Treasury: 34.

80: New Units: 23rd, 24th, 25th, 26th and 27th Trade Caravans, 18th Trireme (and 2nd in the North Sea).
All available STC Trade caravans are now built and the 11 of 12 size 8 STC's which don't have Aqueducts are now building them. Need about 1700 gold to rush all 11 at which point i will increase Lux and celebrate them all to size 12. Capitol and city 02 are supporting an extra Trireme or two for which the plans are in motion to re-home them to one of the new Midlands South coast cities before the next great celebration begins.
Updated techs in progress by color: Navigation, Feudalism, Economics, Invention, Invention, Chivalry. Mongols have Feudalism but won't trade it since they are building Sun Tzu's which i would rather capture than build myself.
Strongly considering subverting a new size 1 Mongol city to capture Feudalism, but they haven't built a new city in a while and their most recent city is size 4 which would likely be a bit pricey to subvert. The best outcome would be for them to hurry up and build the Wonder before Babylon completes Feudalism. War is not a sound option at this point since it would greatly hinder my fast undefended expansion on the Midland continent as well as the safe undefended travel of my caravans through their territory.
14th Trade: Demanded Beads from size 8 e12 to size 4 Uppsala: 328. City built: 27: Midlands Grassland. Treasury: 453.

100: New Units: 4th Settler and 19th Trireme (3rd in the North Sea). 6 Trades are sailing to Northia. Mongols develop Chivalry, Babylonians develop Feudalism and America picks it up through Great Library. Updated techs in progress by color: Navigation, Medicine, Economics, Invention, Invention, Bridge Building. Need to trade the Babylonians Medicine for Feudalism and the Mongols Bridge Building for Chivalry fairly soon, but there is no urgent rush since they both just completed their techs this year. Holding back on this for the moment to keep the 10 shield option alive for a bit longer, likely until my next trade is ready to land. Completed Projects: 1st Bridge (which was the final segment in connecting South Coast city 13 to North Coast city 18. Net Gold income @ T 70: 270.

Game 2, 100 AD Summary: Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's. Republic with 27 cities (including 2 on the North Coast of Midlands and 3 North Sea Triremes allowing for trades to Northia). No wonders in progress. Buildings: 12 Harbors, 1 Aqueduct (and 11 in progress). Units: 26 Trade caravans (+ 0 available to build within the 12 STCs), 0 Wonder Caravans, 4 Settlers (15 in progress but awaiting size 4 cities first), 19 Triremes (+ 1 in progress in the North Coast), 1 Diplomat. 14 Trades landed. 31 techs (and Feudalism/Chivalry are also both available in trade). Completed projects: 7 deforested Plain city sites and 16 other irrigations, 19 roads, 1 bridge, 0 mines. City Sizes: 1 size 11, 11 size 8's, 1 size 4, 4 size 2, 10 size 1's. Population: 4.940,000. Lux is set to 40 so the 3 STCs that are able to celebrate can begin. Treasury: 489.

As compared against Game 1:

Game 1, 100 ad Summary: Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's. Republic with 14 cities. No wonders in progress. Buildings: 12 Harbors, 12 Aqueducts. Units: 23 Trade caravans (+ 3 in progress), 0 Wonder Caravans, 10 Settlers (+ 10 in progress), 11 Triremes (+ 1 in progress). 20 Trades landed. 35 techs and Econ @ 804 / 952. Completed projects: 7 deforested Plain city sites and 3 other irrigation squares, 9 roads, 0 mines. City Sizes: 2 size 12's, 10 size 11's, 2 size 1's. Population: 8.18 Million. Treasury: 682.

Commentary: Interesting Matchup and fairly close game between 2 contrasting strategies.

Areas where game is even or relatively so: Same 5 wonders and the 5 were built in relative proximity to one another in each of the 2 games. 12 Harbors each, both in Republic.

Areas where game 1 has an advantage: 20 trades landed vs 14 (but game 2 has 6 in the water towards Northia). 36 Techs (basically, including Economics) vs 33 (basically, including Feudalism and Chivalry). 12 Aqueducts vs 1, 10 Settlers vs. 4, 8.18 Million population vs 4.94 Million. Treasury: 682 vs 489.

Areas where game 2 has an advantage: 27 cities vs 14, 19 Triremes including 3 in the North Sea vs 11 and 0. Road/bridge in Midlands connecting South Coast to North Coast vs. no road. 6 Trades sailing to Northia vs. 0. 16 irrigations vs 3, 19 roads vs 9 and 1 bridge vs 0.

120: Initiation of 3 STC L40 celebrations and 1 in Midlands. Cap and city 02 re-home their extra Trireme's and are set to celebrate next turn. First 2 trades disembark upon the shores of Northia the first of which will land next turn in Babylon which has Colossus with the expected result of being able to finance every remaining STC Aqueduct. As such, L is set to 70 to initiate celebration in every remaining STC. New units: 20th Trireme (North Coast). Completion of Projects: 20th road.

140:
2nd, 3rd and 4th Aqueducts and each of the 3 cities increase in citizenry from 8 > 9. 8 new STC celebrations for 11 total and the city that is already size 11 will join a bit later. Traded Babylon for Feudalism to clear the way for Theology and gifted them their tech in progress of Medicine. Traded the Russians for Chivalry. Cities built: 29: Midlands grass/river with shared Wheat.
15th Trade (and the 1st to Northia): Demanded Bead from size 9 e05 to size 7 Babylon with Colossus: 640. Fills beakers to 968 / 961 and one scientist is assigned. Lucrative undemanded Salt is ready to land also, but is held back. Every remaining STC Aqueduct is rushed to 80 shields reducing treasury to 67.
Interim: Mongols complete Sun Tzu's.
160: Sanitation > Theology. New Buildings: 5th > 12th Aqueducts. 10 new STC citizens, three 9 > 10's and seven 8 > 9's. 11 STCs continue to celebrate @ L 80. Updated techs in progress by color: Navi, Navi, Econ, Invention, Invention, Bridge Building.
16th Trade: Undemanded Salt from size 9 w08 to Northian size 7 Babylon: 528. Treasury: 103.

180: 9 new STC Citizens. 4 size 10 cities are no longer able to celebrate with food surplus (even @ L 80) and they are set to maintain the celebration this one turn in food deficit. L is able to be reduced to 70 this turn to accomplish the same as L 80. New Units: 25th and 26th Trade Caravans, 1st Wonder Caravan, 3rd Settler. Built 30: Midlands Grass/river.
17th Trade: Undemanded Cloth from size 10 Capitol to Northian size 7 Colossus city Babylon: 680. Fills beakers for Theology and one scientist is assigned. 3 additional Food caravans are rushed to 50 shields along with a few newly available trade commodities. Possible rushes: 04 food cara, e06, e12, e10,

200
: Theology
> Economics (0 / 1054). 8 new STC Citizens including three 11s > 12s and the remaining 9 STCs @ size 9 > 11 continue to celebrate and L is able to be reduced a bit to L 60. Also 4 new citizens in Midlands. New units: 2nd, 3rd and 4th Wonder Caravans (Food), 26th and 27th Trade Caravans, 4th Settler.
18th Trade: Undemanded Salt from size 10 e10 to size 7 Northian Colossus: 560.
19th Trade: Undemanded Gold from size 10 e10 to size 7 Northian Colossus: 560. Fills beakers and one scientist is assigned.
4 Wonder Caravans and 800 Gold fill 400 shields in city w09.
Celebrating STCs that had been in food deficit last turn including cities 06, 07 and 08 re-establish food surplus and their apparent non-celebration posture will be corrected in time for each add a citizen next turn. Treasury spent down to 20 rushing every high priority except for one. Would have liked an additional 110 gold or so to rush another STC trade commodity and had a trade positioned to land in Colossus to establish these funds, but decided to hold back until next turn to get the science bonus as well. If i had multiple priorities available to rush i would have chosen to land the trade.

220: Bach's . Economics > Navigation (0 / 1085). The only other option was Invention which i will be wanting next. The reasoning behind choosing Navigation/Magellan's before Invention/Leo's is that Invention and Leo's without Navigation provides me with nothing, but Navigation and Magellan's without Invention and Leo's provides me with + 2 movement on my Triremes. Leo's soon thereafter is eagerly anticipated for the benefits it will then provide. 7 new STC Citizens including the 4th and 5th 11 > 12. 7 current STC celebrations @ L 60 . New units: 26th thru 29th Trade Caravans, 1st and 2nd Wonder Caravans, 21st and 22nd Trireme's (both in the North Sea). America breaks ground on Copernicus. Built 31, Midlands Grassland.
20th Trade: Undemanded Salt (not demanded anywhere) from size 11 city 04 to size 7 Northian Colossus: 688.
21st Trade: Demanded Wine from Size 12 city 05 to size 4 Midlands Samarkand: 590. Fills beakers for Navi.
Additional Northian undemanded trades or Midlands demanded trades for Gold-only before boni (bonuses) are reduced.
22nd Trade: Demanded Bead from size 12 city 03 to Midlands size 3 Tabriz: 640.
23rd Trade: Undemanded Gold (not demanded anywhere) from size 11 city 04 to size 7 Northian Colossus: 688.
Positioned to land another undemanded Bead to Colossus for about 688, but will save it to land it demanded elsewhere in Northia to provide Science towards the next tech.

240: Navigation > Invention (0 / 1184). No trades are in position to arrive this turn, but 3 undemanded trades are set to arrive in Colossus next turn along with a Bead redirected from undemanded Colossus to nearby Nineveh which demands it. We therefore anticipate having Leo's in 300 AD unless an ai civ completes Invention before my next turn in which case it would likely be built a turn earlier. New Units: 26th thru 29th Trade Caravans, 3rd wonder Caravan, 5th, 6th and 7th Settlers, 23rd Trireme (North Sea). 3 Wonder Caravans (food) and 1000 Gold fill 400 shields. Completion of projects: 21st and 22nd Roads. Next 5 tech priorities after Invention: Democracy (zero corruption and the accompanying increase in trade bonuses, income and ability for Midland cities to celebrate), Gunpowder/Explosives (fast fast expansion including 2 movement points and one turn roads), Physics, Magnetism (happiness promoting Galleons). L 50 to sustain the 2 final 11 > 12 STC celebrations as well as a few celebrations on the Midland continent. A good many tax collectors accompany this. Net Gold income: 378 - 36 = 342. Treasury: 145.

260:
Magellan's . 6 new citizens including the final 2 STCs reaching size 12. New Units: 30th thru 33rd Trade Caravans, 1st Wonder Caravan, 8th Settler. New building: 1st Sewer (and first city reaches size 13).
24th Trade: Demanded Bead from size 12 e06 to Northian size 5 Nineveh: 464.
25th Trade: Undemanded Salt (not demanded anywhere) from size 12 e06 to size 8 Colossus: 310.
26th Trade: Undemanded Salt (not demanded anywhere) from size 12 e07 to size 8 Colossus: 294.
Able to land another undemanded Trade, but will hold it back until next turn. Have 1068 / 1147 and city science is set to complete the remaining 79 beakers. Treasury: 107.

280: Invention > Democracy (0 / 1216, Oedo 300). Aprox 6 new citizens incl one 13 >14 and two 12 > 13's. L > 60 to grease the wheels until Democracy. New units: 31st and 32nd Trade Caravans, 2nd Wonder Caravan, 9th thru 12th Settlers, 1st and 2nd Caravels (both in the North Sea). New buildings: 2nd and 3rd Sewer. Gifted Invention to those researching it.
Cities built: 32, Midlands grassland. 33, Midlands Grassland. 34, North Coast of Midlands Undeforested Forest.
27th Trade: Demanded Gem from size 12 w11 to size 8 New York City: 792.
28th Trade: Demanded Silk from size 12 e08 to size 8 Karakorum: 468. Fills beakers and one scientist is assigned in the Capitol.
The civ's 2 wonder caravans supplemented by 1200 gold fill 400 shields.
One additional trade for extra Gold to finance 2 additional Sewers in celebrating size 12's:
29th Trade: Undemanded Gold from size 13 w09 to size 8 Colossus: 318. Treasury spent down to 29.

300: Leo's . Democracy > Gunpowder (1248). Upgrades: 23 Triremes > Caravels. 6 new STC Citizens plus a few in Midlands. New Units: 10th through 13th Settlers. New Buildings: 4th, 5th and 6th Sewers. Even with Bach's, the single Caravel away per city would derail many STC celebrations if the boats were to remain n the water. As it turns out there are very few Caravans (and no Settlers) to transport in the South Sea at this moment so i plan to dock as many of these ships as possible to keep the celebrations going. There was an option to slip right back into Republic this turn and likely until Magnetism, but overall i consider staying in Democracy and docking the STC boats to be a much better alternative. Docked some boats and all STC's are able to celebrate @ L 50.
30th Trade: Undemanded Oil from size 12 city 04 to size 8 Colossus: 356.
31st Trade: Undemanded Gold from size 13 city 06 to Colossus: 360.
32nd Trade: Undemanded Cloth from size 12 city 03 to Colossus: 368.
33rd Trade: Undemanded Oil from size 13 city 12 to Colossus: 366. Fills beakers and one scientist is assigned.

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.

As compared against Game 1:

Game 1, 300 ad Summary: Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's, Bach's, Magellan's, Leo's. Republic with 24 cities (12 original Stc's and 12 young colonies on the Midland continent). No wonders in progress. Buildings: 12 Harbors, 12 Aqueducts. Units: 20 Trade caravans (+ 1 in progress, no other commodities are available to build at this moment in the original 12 cities), 0 Wonder Caravans, 22 Settlers (+ 23 in progress), 13 Caravels, 3 Diplomats, 1 Musketeer (none). 39 Trades landed. 39 techs plus Explosives next turn. Completed projects: 7 deforested Plain city sites and approximately 8 other irrigation squares, about 20 roads, 1 Wheat mined to Silk, and no other mines. City Sizes: 4 size 12's, 5 size 11's, 3 size 10's, 1 size 3, 4 size 2's, 7 size 1's. Population: 8.32 Million. Treasury: 29.

Areas where game is even or relatively so: Same 8 wonders and each of the 2 games built them in relative proximity to one another. 39 Techs each! 12 Harbors each, 12 Aqueducts each.

Areas where game 1 has an advantage: 39 trades vs 33, but game 2's trades were sent to Northia and have a higher mean value. 22 Settlers vs 13 (but game 2 has 10 extra cities). Explosives in 320 vs game 2 likely completing it in 340.

Areas where game 2 has an advantage: 34 cities vs 24, 6 Sewers vs 0, 25 Caravels (and 9 in the North Sea) vs 13 (and 0 in the North Sea), Democracy 300 AD vs 8 turns later in 460 AD, 24 Trade Caravans vs 20, 16 irrigation vs 8, 25 roads vs 20, 12.39 Million population vs 8.32. Treasury: 209 vs 29.

Commentary: Still a fairly close game, but game 2 begins to pull away.

320: Gunpowder > Explosives (1280). 13 new citizens including 10 in STCs. 7 additional celebrations are initiated thanks to Democracy (for a total of 20 current celebrations @ L 50). New Units: 14th thru 17th Settlers, 26th thru 28th Caravels (all in the North Sea). New Buildings: 7th through 10th Sewers.
Cities Built: 35, Midlands Grassland. 36, Midlands Grass/river.
34th Trade: Demanded Beads from size 12 w11 to Northian size 2 Philadelphia: 452.
35th Trade: Demanded Beads from size 14 w08 to Northian size 3 Philadelphia: 580.
36th Trade: Demanded Silk from size 13 w07 to Size 8 Colossus: 853. One scientist assigned. Treasury: 1091.

340:
Explosives > Physics (0 / 1312) 9 new STC citizens and about another 11 in the Midlands. New units: 16th > 21st Settlers, 29th Caravel, 22nd > 24th Trade Caravans. Upgrades: 21 Settlers become Engineers. New Buildings: 11th and final STC Sewer. The Tundra STC has only access to 11 good squares and won't build one. 1st, 2nd and 3rd Temples (all within STCs). Gifted Explosives to the first 5 colors and then also to the Purple key civ after landing trades. Also gifted Purple and others where possible their tech in progress.
Cities built: 37: Midlands Grassland. 38: Midlands Grassland. 39: Midlands South Coast Grassland. 40: Midlands North Coast Grassland.
Projects 26th, 27th, 28th, 29th and 30th roads, 17th irrigation.
37th Trade: Demanded Gem from size 14 Capitol to Northian size 6 Washington: 792.
38th Trade: Demanded Wine from size 14 w07 to Northian size 5 Nineveh: 720. One scientist assigned.
Planning to continue utilizing many Midlands Engineers in Midlands and also to send them both to Northia to lay roads and also to the original 12 cities to further upgrade the land. No available Trade Caravans to build within the 12 STCs. About 3800 Gold spend down to 2167 on units and/or buildings with one or more shields in progress.

360: Physics > Leadership (1302). Magnetism was not offered and the only other choice was Theory of Gravity. 9 new STC citizens and about another 7 in the Midlands. New units: 18th > 20th Engineers, 30th Caravel (North Sea). New Buildings: 4th > 7th Temples. Gifted Physics to those researching it and other techs in progress. 3 Midlands Engineers arrive upon STC East Peninsula. Projects 31st > 39th roads, 18th > 23rd irrigations, 8th deforestation. City built: 41, Midlands Grassland.
39th Trade: Demanded Silver from size 14 w07 to Northian size 8 New York: 835.
40th Trade: Demanded Bead from size 17 city 02 to Northian size 5 Nineveh: 756. One scientist assigned.
Net Gold income @ T 50: 520 - 65 = 455. No rushes from 0, but rushed every unit and building that was already in progress except for Settlers in cities under size 4 or in some cities that were celebrating. Treasury spent down from 4187 > 2040.

380:
Leadership > Magnetism (1376). Gifted Leadership accordingly. 8 new STC citizens and about another 7 in the Midlands. New Units: 20th > 27th Engineers, 31st and 32nd Caravel. New Buildings: 1st > 7th Marketplaces. 4th > 9th Midlands Engineers arrive in the STC community, storing a turn of work or stepping into terrain. Completion of Projects 40th > 52nd roads, 24th and 25th irrigations, 8th deforestation. Cities built: 42, Midlands Grassland, 43, First Northian City, South Coast Grassland with Whale, near Colossus.
41st Trade
: Demanded Gem from size 15 w07 to Northian size 3 Akkad: 786.
42nd Trade: Demanded Wine from size 12 Tundra 04 to Northian size 6 Nineveh: 621. One scientist assigned.
707 Gold income @ T 50 / L 50. Treasury spent from about 4100 to about 3000 (lost some of this documentation and some of the 400 AD specifics to a misclick and did my best to re-create it).

400: Magnetism > Metallurgy (1341). Leo's upgrades: 32 Caravels > Galleons and a dozen or more ships @ port are now able to travel freely without hindering celebrations. 6 New STC Citizens (running out of shared and alternated food surplus) and 3 new Citizens in Midlands. New units: 25th and 26th Engineers. New Buildings: 7th > 11th Marketplaces. Gifted techs in progress where possible. Note: Babylon which has Colossus is building Copernicus and i am inclined to let them build it. If i wanted it later, i could capture it and then celebrate the city to size 20+. Unfortunately New York which doesn't have Colossus is building it too and if they reach the warning point, i might rush it in my STC dateline city 02 which is currently size 19.
Cities Built: 44, Midlands Grassland, 45, Midlands North Coast Grassland, 46, Midlands Grassland, 47, Midlands Grassland.
Projects completed: 53rd > 64th roads, 26th and 27th irrigation.
43rd Trade: Demanded Wine from an STC to Northian size 4 Toledo: aprox 750.
44th Trade: Undemanded something from an STC to Northian size 8 Colossus: aprox 380.
45th Trade: Undemanded something from an STC to Northian size 8 Colossus: aprox 460. One scientist assigned.
Treasury spent down from about 5100 to 3130. Gross gold income @ T 50 / L 50 is 858.

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.

as compared against Game 1:

Game 1, 400 ad Summary: Pyramids, Hanging Gardens, Marco's, Lighthouse, Michelangelo's, Bach's, Magellan's, Leo's. Republic with 44 cities (12 original Stc's and 32 young colonies on the Midland continent). No wonders in progress. Buildings: 12 Harbors, 12 Aqueducts. Units: 18 Trade caravans (+ 0 in progress since there are 0 available to build in the original 12), 19 Engineers, 17 Caravels, 2 Diplomats, 1 Musketeer (none). 42 Trades landed. 40 techs plus Democracy @ 1245 / 1092 and ready to complete in the 460 Oedo year. Completed projects: 7 deforested Plain city sites, approximately 18 other irrigation squares and about 60 or 70 roads. I don't know an exact number since many cities are overlapping and the foreign civs have contributed as well... and i wasn't doing this the best way which is to count them as i build them. Also 1 Wheat mined to Silk, and no other mines. City Sizes: 1 size 12, 4 size 11's, 2 size 10's, 4 size 9's, 1 size 8, 5 size 3's, 3 size 2's, 24 size 1's. Population: 7.31 Million. Treasury: 628.

Commentary: The strategy of Game 2 has begun to increasingly pay off with each passing turn and Game 2 has pulled ahead significantly in various areas including: 44 techs vs 40, 19.17 Million population vs 7.31 Million, 11 Sewers vs 0, 45 trades of higher caliber than game 1's 42 trades including far more of them reaching Northia, Treasury of 3130 vs 628, Democracy in 300 vs 8 turns later in 460, 11 Marketplaces vs 0, 32 Galleons vs 17 Caravels, 7 Temples vs 0.

420
: Metallurgy > Electricity (1440). 4 New STC Citizens (as food surplus grows increasingly scarce) and 4 new Citizens in Midlands. New units: 23rd > 29th Engineers. New Buildings: 1st > 7th Banks. Gifted techs in progress where possible.
Cities Built: 48, Midlands Grassland, 49, Midlands Grassland,
Projects completed: 65th > 80th roads, 28th > 30th irrigations, 9th and 10th deforestations.
46th Trade: Demanded Bead from size 16 e10 to Northian size 7 Boston: 700.
47th Trade: Demanded Bead from size 19 w09 to Northian size 5 Ellipi: 680.
After landing these two trades, gifted key civ Mongols their tech in progress to prevent the possibility of them completing it and 2 to precede it which reduced beaker cost a bit. With 1380 / 1395, 5 scientists are assigned to complete Electricity.
Gross gold income @ T 50 / L 50 is 1157. Treasury spent down from 5416 to 4006.

440
: Electricity > Steam Engine (1472). Refrigeration not offered. 4 New STC Citizens and 6 new Citizens in Midlands. New units: 28th > 30th Engineers. New Buildings: 8th > 11th Banks. Gifted techs in progress where possible.
Cities Built: 50, 2nd Northian city, Grass/river. 51: Midlands Grassland.
Projects completed: 81st > 91st roads, 31st > 34th irrigations.
48th Trade: Demanded Bead from size 16 e12 to Northian size 3 Akkad: 580. No other demanded trades are positioned to land this turn so employing plan B we call upon 2 of the reserves to land in Colossus.
49th Trade: Undemanded Oil from size 16 w08 to Northian size 8 Colossus: 432.
50th Trade: Undemanded Salt from size 21 e05 to Northian size 8 Colossus: 436. After landing these three trades, gifted the Mongol peoples their tech in progress of Magnetism, slightly reducing beaker demand and now have 1448 / 1426. 1 scientist is assigned to complete Steam. Treasury spent down from 6454 to 4225.

460
: Steam Engine > Refrigeration (1504). 4 New STC Citizens and 11 new Citizens in Midlands. New units: 29th > 34th Engineers, 11th > 13th Trade Caravans. New Buildings: 8th and 9th Temples, 1st > 3rd Stock Exchanges. Gifted techs in progress where possible.
51st Trade: Demanded Beads from size 15 w07 to Northian size 6 Seville: 660.
52st Trade: Demanded Beads from size 15 e06 to Northian size 4 Philadelphia: 568.
53rd Trade: No foreign demand for Gold, Demanded Gold from size 18 city 03 to Northian size 1 city 43: 495. After landing these three trades, gifted the Mongol peoples their tech in progress of Electricity. One scientist assigned.

Ending game here mid turn without building new cities, completing new projects or spending down the treasury which is currently 7053.

Game 2 Mid 460 AD Summary: 52 cities, Democracy. City sizes: 2 size 22's, 1 size 21, 1 size 18, 2 size 17's, 3 size 16's, 2 size 15's, 1 size 11... plus 40 Colonies ranging in size from 1 > 6. Units: 34 Engineers, 32 Galleons, 10 Trade Caravans, 1 Diplomat. Buildings: 12 Harbors, 12 Aqueducts, 11 Sewers, 11 Marketplaces, 11 Banks, 3 Stock Exchanges, 9 Temples.
 
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