GOTM 38 Spoiler

I just started and typical for me, I played too many turns too carelessly -- sort of soft and gentle. So as I merrily played along, the Greeks were nice enough to come and visit; and visit; and visit; so I decided that it would be ok to return the favor. And the Mongrels came to visit, so I guess I’ll have to go a traveling.
 
GOTM38 - The Penitent Persians

"Oh great, immortal god Xerxes! We bow before Your wisdom and beg for Your mercy! Return Your favor upon us, for we are sore oppressed!"

The thunderous wave knocked Nehem off his feet, while the rest of the Persians fell flat on their faces:

"OH YOU PUNY, MORTAL IDIOTS! DID I NOT WARN YOU ABOUT CROSSING THE GREATEST GOD, ALMIGHTY "DooM"? NOW YOU HAVE INCURRED HIS WRATH UPON MY PEOPLE, HIS CURSE UPON OUR NASCENT CIVILIZATION! I TOLD AHDAHM AND EHVIE NOT TO RAISE ANY ALTAR TO THE FALSE GOD "Marco Polo", BUT THEY DID NOT LISTEN! LOOK TO THE BLASTED WRECKAGE OF THEIR SIN, AND LEARN THIS LESSON FOREVER!"

"Great Xerxes, we humbly repent of the sin of our cursed forefathers! Have mercy upon us!"

"HAD AHDAHM SURVIVED I MIGHT HAVE HAD SOME SATISFACTION IN DEVISING HIS PUNISHMENT, BUT THAT IS NOT TO BE! LISTEN NOW TO THE CONSEQUENCES OF THIS INFAMOUS SIN, AND LET IT BE TAUGHT TO ALL OF YOUR CHILDREN AND GRANDCHILDREN - IF YOU SURVIVE TO HAVE ANY! 'DO NOT MAKE THE MISTAKE OF AHDAHM!' SHALL BE INSCRIBED ABOVE EVERY ENTRANCE OF EVERY HOME YOU BUILD, AND 'OBEY THE LAW OF DooM!' ABOVE EVERY FIREPLACE!"

"It shall be as You command, O immortal Xerxes! Return Your favor upon Your penitent people!"

"NEHEM, YOU SHOW GREAT COURAGE APPROACHING ME WHILE THAT VILE ALTAR STILL SMOKES! FOR THIS YOU SHALL BEAR THE MANTLE OF YOUR FOREFATHER AHDAHM, MAY HIS NAME BE CURSED FOREVER! REMEMBER HIS FATE, FOR YOU SHALL JOIN HIM IF YOUR OBEDIENCE WANES!"

"What is Your first command, O Xerxes? We will obey, to the ends of the earth!"

THAT MAY COME, IN TIME, NEHEM! FOR NOW, MARK A CIRCLE AROUND THAT WRECKAGE - IT SHALL STAND FOR ALL TIMES AS A MEMORIAL TO YOUR STUPIDITY AND SINFULNESS! PREPARE THE PEOPLE TO SETTLE ON THIS SPIT OF LAND, BUT FIRST SEND THE WARRIORS OUT TO INVESTIGATE THAT HUT TO THE SOUTHEAST! YOU SHALL BECOME FISHERMAN UNTIL YOU DOUBLE IN SIZE, THEN YOU SHALL BECOME FORESTERS UNTIL YOU CALVE OFF ANOTHER GROUP OF SETTLERS TO FORM A SECOND SETTLEMENT! YOU SHALL NOT BE BOTHERED BY BARBARIANS FOR SOME TIME TO COME, SO YOU SHALL FORM ONLY ONE ADDITIONAL BAND OF WARRIORS, WHO SHALL EXPLORE TO THE WEST WHILE THE FIRST EXPLORES TO THE EAST! INSTRUCT THEM DILIGENTLY, NEHEM, TO SEEK ANY SIGNS OF THE GREATEST FISH CLOSE TO THE COAST!

"It shall be EXACTLY as Thou commands, O mighty Xerxes!"

"SPREAD OUT ACROSS THIS MISERABLE, SWAMP-INFESTED ISLAND THAT ALMIGHTY "DooM" HAS EXILED YOU TO, NEHUM! LET EVERY HOME BRING FORTH BOUNTIFUL FRUIT, FROM THE WOMB AS WELL AS THE LAND! NEGLECT THE MILITARY ARTS FOR NOW, AS I SHALL PROTECT YOU AND WATCH OUT FOR YOU! LEARN TO WRITE, AND TO MAKE LAWS, AND RETURN TO ME WHEN YOU ARE PREPARED TO ENTER INTO THE BLESSED STATE OF MONARCHY WITH YOUR GOD!"

"By Thy command, O merciful Xerxes!"

BLOODLUST!
XE_rxes of Persia=Cyan/#5
Prince level= 4 content (ICS below size 5!)
1 settler, 1 warrior
TOP5: Celt/Jap/Viking/Spanish (+Greek/Mongol)
(additional "augmentation"?)

MAP: 60x80 Round (Med-Large)
start (54,20) cont#7
MapEd draw: seed 4 (Fish band just south) or 36 (mixed band)
(53,23) is hidden special
one Hut visible, two more five tiles away

Tech freebies: Bronze & CerBur
Tech Path Options:
Alp/Wri/CoL/MON/Map/Cur/TRA/Wri/Lit/Mys/PHI-Hor/PT./REP/MT
Hor/Alp/CoL/MON/PT./Map/Cur/TRA/Wri/Mys/Lit/REP/PHI-MT
War/Alp/CoL/MON/Map/Wri/Cur/TRA/Feu/Hor/Chi/Lit/Mys/PHI-

4000bc: Settler wait, Warrior south
3950bc: Hut(55,23): 50g (sigh)
...PERSEP(54,20)+2F,1T,2Sh: start Warrior
start Alph
3900bc: 50g,1b,10t/10b
(TOP5: #5=Kells- Celts had 2 settlers!)
3850bc: 50g,2b,10t
...(59,25) is Silk! Seed=36
3800bc: 50g,3b,10t
...Hut(61,23): AT! PASARG+2F,3T,1Sh: start Warrior
3750bc: 51g,6b,4t@3b
3700bc: 52g,9b,4t
...1st Warrior from PERSEP; chg to Settler
...chg T60S40
ALPHABET; start Write
3650bc: 55g,0b,18t@1b
...chg T40S60 6t@3b
3600bc: 56g,3b,6t
...Hut(49,21): Archer(PERS)
...PRB 1r PERSEP 13g
3550bc: 44g,6b,6t
(TOP5: Trond(Vik) size 2)
...PRB 1r PASARG 11g
3500bc: 34g,9b,6t
...1st Warrior from PASARG
3450bc: 35g,12b,6t
...PERSEP FBF
...Hut(47,27): HORSEBACK(@#$%!) tech now 8t/24b
3400bc: 37g,16b,6t@4b
...PERSEP size 2, #3 in TOP5 behind Trond and Madrid!
...PRB 2r PERSEP 11g
3350bc: 28g,20b,6t
WRITING; start CodeLaws
3300bc: 30g,0b,8t@4b/32b
...PASARG FBF
...PRB 3r PERSEP 13g, 1r PASARG 13g
3250bc: 6g,4b,8t
...PASARG size 2, chg to Silk
3200bc: 9g,8b,9t@4b/36b
3150bc: 12g,12b,9t
...PRB 2r PASARG 4g
1st Settler in PERSEP
3100bc: 10g,15b,12t@3b
...disband 1st Warrior
3050bc: 12g,18b,11t@3b/32b
...PRB 3r PASARG 8g
3000bc: 6g,21b,11t
2950bc: 8g,24b,11t
...SUSA(54,26)+2F,1T,3Sh: start Horse
2nd Settler PASARG
2900bc: 9g,28b,8t@4b
CODE LAWS; start Monarchy!
2850bc: 10g,0b,10t@4b/40b
...PRB 1r PERSEP 6g
2800bc: 5g,4b,10t
(TOP5: Trond size 3)
...PERSEP FBF
2750bc: 7g,9b,8t@5b
...PERSEP size 2 again
...ARBELA(61,27)+2F,3T,1Sh: start Warrior
2700bc: 10g,16b,7t@7b/45b
...PRB 2r PERSEP 6g
...chg PASARG Fish to GS 8t@6b
2650bc: 6g,22b,8t
...PRB 1r PASARG 6g
2600bc: 2g,28b,8t
...1st Horse in SUSA; start Settler
...bypass Hut to west till Monarchy done...
(Livy MOST PWRFUL: #6=Pers)
2550bc: 4g,34b,8t
2500bc: 6g,40b,8t/45b
...continent #7 coastline complete
...PASARG FBF
MONARCHY; start Maps
IMMED REVOLT: Monarchy! T30S70 8t

2450bc... the saga continues
 
ElephantU, this might be a stupid question, but I'll ask anyways: have you got some sort of program which loggs your events or do you write all of this down yourself?
I've seen alot of these kind of posts before, and I've always wondered wether it was generated by the PC or manually written..
 
Those are "shorthand" written by me - I have not seen any decent "logger" program in '90's gameware. It grew out of frustration with trying to track the number of beakers generated each turn, as well as investigations we were doing over at Apolyton.Net to try to track changes in city Supply&Demand commodities during normal games. I just started logging everything I did or saw the game tell me, and eventually developed a "shorthand". I was using TABs and spacer indents at first, but I could not upload that to CFC or Apolyton looking right, so I started with the periods and capitalization instead. I put in RushBuying stuff (at least up to when it gets too much, usually around 1000BC) at the request of a new member who asked "how did you get that many cities so quickly?", and the analysis stuff above 4000BC shows how I know where the specials and huts should be, as well as any pre-game goals or tech plans. While playing "serious" games (GOTM, Succession, Early Landing, OCC Comparison, etc) I'll keep a NotePad window open along with the CIV2 game, CIV2PLAN for tech progression, Civ2Map for drawing the map as I explore (usually just the first 500 or so years, for city placement and finding hidden specials), and a few charts or lists I keep.
 
Originally posted by ElephantU
Tech Path Options:
Alp/Wri/CoL/MON/Map/Cur/TRA/Wri/Lit/Mys/PHI-Hor/PT./REP/MT
Hor/Alp/CoL/MON/PT./Map/Cur/TRA/Wri/Mys/Lit/REP/PHI-MT
War/Alp/CoL/MON/Map/Wri/Cur/TRA/Feu/Hor/Chi/Lit/Mys/PHI-
Why the early off-path techs? Didn't notice the Scenario/Direct Tech paths?
 
GOTM 38: The Enchanter Strikes Back

Prince level
Bloodlust
No Restarts
Roving Bands

It's about time we had a game without stinking restarts. No need to concern oneself with how to keep things moving along smoothly up to and beyond AD 1500. This pleasant change in setup, combined with the fact that I'm stuck home recouperating - (giving me plenty of time to play each day), has given me a wonderful opportunity to complete a GOTM for a change.

Sleaze? No black hat double-unhappies...but we will not see red unhappies as long as our cities are small. Sleaze? Yes, indeed we shall sleaze. Sleaze without the need for the Gardens! Of course we will sleaze! We shall blacken (or more appropriately "Cyan-en") the earth with Persian cities. Cities shall be spawned for the sole purpose of spawning more cities. Shall we build improvements in our cities so that they can become great? No. Never. No improvements. Not one!!! We will build settlers to build more cities until we can no longer get settlers to the outer reaches of our realm. Then we shall start building the caravans for wonders. We shall build a Mighty Lighthouse to guide our ships through the dark mists of the wide oceans. We must seek out all other nations...we must find them. For we must find them in order to destroy them!! We shall build an Academy in which we can train our soldiers. We shall research the fastest and mightiest fighting techniques - our soldiers shall be the mightiest on the planet. No one will stand in their path - not without dying. We will build a mighty army and launch a crusade to claim all lands for Persia. We shall cleanse the lands of all other nations so that we may continue to spread the pestilence of tiny Persian cities across every continent!!

Little cities

Tiny little cities

Lots and lots of tiny little cities

Tiny little cities with no improvements

Cities building settlers

Building settlers and caravans

Building settlers, caravans, and 4-legged soldiers

...and diplomats :mischief:

Thankfully, I don't have the self-imposed limitations with which La Fayette feels compelled to burden himself. I took full advantage of city bribes, black clicking and the occasional helper programs. (I do, however, have sufficient self-control to stay away from the unseemly act of caravan rehoming.) I probably could have finished a little earlier had I focused strictly on wiping out the other civs, but I found myself the proud owner of several hides repeaters and there was a pleasantly distant city that just kept demanding more and more hides, so I was able to fuel more research, build a few wonders, and push out “a few” extra settlers for absolutely meaningless growth.

I think the only other time I've sleazed this much was in the game where we got to start with a fundamentalist government (GOTM 18). Heh, unhappiness is such a non-factor at Prince level, it almost seems like playing fundy! ;) Actually if you compare the number of cities when I finished this game to where I was at the same point in that game, this is probably a more aggregious...er, I mean aggressive sleaze.

I'll try to get my act together and post the log soon. But I don’t want to spoil the ending yet.
 
Hmmm is it me or is prince mucho easy to get insane gotm scores on? I mean, the total freedom of unhappiness relative to higher levels alone means some pretty insane potential for expansion without even the aid of an early micha!! I did much like tim, went for lots of cities and lots of horses = lots of power.

With the low barb count and slow starting computer, defenses weren't even needed till about 1000bc when you can be sure that nearby comps would have mapmaking, so I didn't even bother with any until I was ready to start building up for my cavalry mass.
 
@ElephantU: Ok, thx! Seems like your turns takes quite some time then... :)


Originally posted by TimTheEnchanter
Why the early off-path techs? Didn't notice the Scenario/Direct Tech paths?

Scenario/Direct Tech Paths :hmm: errr, what are those? (I never play scenarios if that explains anything)
 
This was actually the first time I played a GOTM.. Enjoyed it rather well, although I didn't get much sleep last night... :sad:


The game began rather fast.. I worked my way to monarchy and chivalry, and it wasn't long before the puny Greeks were forevermore to be called Persians.. Soon after, the Vikings and Japanese had the same privelegy..

The Spanish didn't really offer any resistance, they gladly wanted to join the great Persian empire.. Unfortunatly for them, it took me some time to find all of their cities..

The Mongols were a more tedious nation to overtake.. Mostly because their infrastructure was lacking somewhat, slowing down my dragoons.. But, since I was in a generous mood, I offered them a totally new and improved roadnetwork in exchange for the rule over all of their cities.. They gladly accepted..

Meanwhile, the Celts were having some problems in their capitol.. So I sent in some dragoons to help them out.. Problem was: dragoons make a real mess.. So I figured I'd better help out the rest of the Celtic nation in a more diplomatic way..

I thought I was about to become ruler of the planet, but my foreign advisor noted that there were still 4 more Celtic cities left to destroy... The little white buggers had been playing hide and seek.. Unfortunatly for them though, I played a diffrent game: search and destroy..

1340 is the year at which the last Celtic city was overtaken, and thus making the Persians the allmighty dominators of the planet..


Thx to DoM for the great game! :goodjob:
 
Originally posted by DvR
@ElephantU: Ok, thx! Seems like your turns takes quite some time then... :)

Scenario/Direct Tech Paths :hmm: errr, what are those? (I never play scenarios if that explains anything)
You know how in a normal game, you can't always choose a tech that you have the prerequisites for (they go away every 3 turns)? For example, you normally can't go Alp-Code-CerBur-Monarchy. you usually are forced to research something else in between.

In scenarios, you always are presented with the choice of all techs you have prerequisites for - this is presumably so scenario designers could have more control over the techs that are made available in scenarios. In order to destroy MPE, give us the extra warrior, and whatever he gave to the other civs, Duke had to make the game a scenario, so as a side effect we don't have to worry about techs disappearing off the list.
 
Originally posted by DvR
@ElephantU: Ok, thx! Seems like your turns takes quite some time then... :)

The NoWonders Succession game is teaching me: TOO LONG...

Scenario/Direct Tech Paths :hmm: errr, what are those? (I never play scenarios if that explains anything)

When a starting situation is edited using Cheat Mode, you can save it as a "Scenario" that plays normally except for one thing: the usual "hiding" of 1/3 of the available techs is suppressed, so you can choose any tech to research that you have both pre-reqs for.
 
aha, thx

I didn't even notice that while playing.. :)
Wouldn't have changed anything if I had known though, I always pick a tech path while playing..
 
Here's the start of my log.

4000bc - Settler toward hut and warrior explore west
3950 - Hut 100g. Not exactly what I was hoping for, but I'll take it.
3900 - Hut Scroll Alphabet. Again, not the desired explorer, but at least not a bad result.
3800 - Hut Advanced Tribe?!?! Persepolis founded. I don't recall getting one of those this early before, certainly not before the first city is planted - is this a Prince thing? Luckily its coastal, and not a bad location. I'm not overly concerned with city placement this game anyway. I guess I've got a capital now.
3750 - Start -> Code of Laws
3700 - Hut horse - It's about time!
3550 - Size 1 Settler :mischief:
- - - Pasargadae founded
3500 - Hut - Weeds/Empty ruins.
3450 - Code of Laws -> Monarchy
3350 - Susa Founded
3150 - Monarchy-->HBR
3100 - REVOLUTION
3050 - Monarchy established
2900 - Horseback riding -> Writing
2850 - Persepolis Settler
2750 - Susa Settler
2700 - Pasargadae settler
- - - Arbela founded
2550 - Writing->Polytheism
2500 - Antioch founded
2400 - Tarsus Founded
2350 - Susa Settler
2300 - Pasargadae settler
2250 - Persepolis Settler
2200 - Polytheism->Map Making
2100 - Arbela Settlers
- - - Gordium Founded
- - - Bactra Founded
2050 - Sidon Founded

Just a spectacular start. While I was hoping for an explorer in those first huts, the AT and gold for the size-1 settler allowed me to have 3 cities, already connected by roads, by 3350. Nine cities before 2000 bc will form the core of my empire. The entire island is explored: we are currently alone and, despite some particularly unattractive swampland, there is still plenty of room to expand.
 
Originally posted by TimTheEnchanter
Here's the start of my log.
3800 - Hut Advanced Tribe?!?! Persepolis founded. I don't recall getting one of those this early before, certainly not before the first city is planted - is this a Prince thing?

3500 - Hut - Weeds/Empty ruins.

Strange. I too thought ATs and Nomads were suppressed as long as you still had your first unsettled NONE Settler. It is definitely true in Deity; perhaps you are right that it is a Prince Difficulty Level thing. I'm pretty sure the Weeds Hut only occurs below Deity level. There was some discussion on that over at the Apolyton Strategy forum a while back.
 
Getting weeds has nothing to do with difficulty level, it has to do only with the Barbarian setting. When the Raging Hordes level is selected, there are never weeds. With Restless Tribes there is a percentage. On lower settings there is a greater percentage. This is actually in the manual, which seems to be correct in this instance.
 
I was also extremely surprised when getting an advanced tribe from the huts before building a city - but then thought that this is probably due to the fact that it isn't a typical start game, Marco Polo's has been built and destroyed.

To me this suggests that there was a Persian city built for this to happen and then destroyed. Then the NON settler cheated into existence to allow us to start, not necessarily in this order. By the look of it, this has altered the probabilities of the huts, and tribes are allowed from the start in this instance.

[dance]
 
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