GOTM 41: First Spoiler

I have looked in a bit more to my own problem of tile allocation on growth. As I wrote before, a shieldless flood plain was allocated when my capital grew to size 3, despite having +3fpt. The governor as always was set to maximize production only.


Offa said:
second_growth.GIF


the extra citizen is allocated to a flood plain.

after_second_growth.GIF

This isn't to do with happiness or the granary being built, but appears to be due to gold, as I replayed ( in a rather artificial way) to produce this result:

pre_expansion1.GIF


by chopping and irrigating the forest fur that isn't on a river. Expansion now leads to:

post_expansion.GIF


The only difference is the gold production between the fur forests so this must be affecting the tile allocation. It does make planning the start a bit harder if gold has to be factored in like this.
 
Offa: That's not making sense to me either. Commerce definitely seems to have *something* to do with it, but I don't think it's the sole number 1 factor. For example, in scenario 1, if you stick a section of road on the unused forest/fur (1f,2s,2c), the governor will then pick it up instead of the FP(3f,0s,1c). However, if you put a road on the plains tile N-NE of Persepolis (1f,1s,2c), the governor will pick up the FP instead.

I always thought tiles were picked based on a set of rules, like 1) get enough food, 2) maximize shields, 3) maximize commerce. What's going on with this scenario seems to be a combination of the 3.
 
Grogs said:
in scenario 1, if you stick a section of road on the unused forest/fur (1f,2s,2c), the governor will then pick it up instead of the FP(3f,0s,1c). However, if you put a road on the plains tile N-NE of Persepolis (1f,1s,2c), the governor will pick up the FP instead.

The sum 1f+1s+2c=4x is less than 1f+2s+2c=5x. But how does the game select when sums are equal? I think it depends on city population size.

Grogs said:
I always thought tiles were picked based on a set of rules, like 1) get enough food, 2) maximize shields, 3) maximize commerce. What's going on with this scenario seems to be a combination of the 3.

Perhaps more like 1) maximize "production" meaning the sum of fpt, spt and gpt, 2) get enough food, 3) whatever is set in the governor screen.
 
There's always been a little fuzziness about the way this works when there would only be two surplus food after growth, and it looks as though Offa has found one of the cases which has caused the past confusion. Either it's a bug in the governor, or there's a subtle logic to this decision that escapes me :confused:
 
SirPleb said:
In 570BC I completed the Forbidden Palace in one of my original ring 3 cities. In 470BC I settled a new town in the heart of the captured Roman region to become my new Palace.

I must have missed something. Why would you prefer to start the second core around a Palace rather than a Forbidden Palace? Isn't this ruining the function of the ring city placements in the original core?
 
@Più Freddo: I see two main alternative palace strategies:

1. Build tight rings around your first palace and an FP in one of those cities. Leader-build or jump your palace to an AI capital. The tight build puts a lot of cities in close proximity to your FP, and your new Palace has ready-made and widely-spaced rings created by the AI. Their first ring is typically at 5.x, so all cities at or nearer than 5.x to your FP get minimum corruption, along with all the ex-AI first ring.

2. Build a wider ring system round your Palace and leader-build or hand-build an FP somewhere else. Build a tight new core round your FP, which seems to be what you are suggesting.

I usually prefer option 1, as you seem to get a faster start for your second core from the ready-made AI ring. It looks like SirPleb is using it, but he doesn't like Rome as a new capital for some reason.
 
[ptw] Predator

Like most people, I moved the settler southeast and started construction of a settler factory on the furs. It would take until 2470 BC to get my first settler out of the factory because Persepolis got hit by disease during construction. Fortunately it was only size two at the time so I only lost one pop.

It would get hit again. I took the second strike to build a barracks since finishing the settler would only make things worse. FWIW, I discovered the hard way that you will lose the second pop point even if you have NO workers on the flood plains :eek: The governor put the new citizen on the flood plain in the inter-turn. Would it have made a difference if I didn't grow and therefore had neither old nor new citizens on the fp? I dunno. Is there someone who does?

I later lost the barracks because I was careless and ran out of money for maintenance. I think this is the first time I have made this stupid mistake. OTOH, the boo-boo didn't cost very much since I wasn't using the silly building anyway. Still... :blush:

Despite the disease, I have no reason to complain about bad luck, since I popped a settler from a hut the year that Persepolis was first struck! I would have to think that the second settler more than compensates for the disease, even though it took several turns to get it home. Sir Pleb is, I think, right that the difference is small. It would be interesting to compare results either way. The first strike cost me several hundred years getting the factory going. The second cost me more than a full settler. Is an early settler sufficient compensation? I really don't know.

Pasargadae eventually turned into a two-turn worker factory, although it took until the end of QSC to get it set up. It may not really have been worth it.

In reading the thread, I noticed that a lot of people had trouble with Caesar. While I followed a full-blown farmers gambit and Julius sometimes wandered through my lands next to cities which had no defence at all, he never attacked. I believe at one point I had 6 cities and only one warrior amongst them. Meanwhile I had a warrior out exploring that weird peninsula and another blocking the AI from getting on it, in case it went somewhere interesting. It didn't though.

I think the reason I had no problem with aggressive AIs may be because I was quite generous with both of them throughout the game, giving little gifts of money and tech. Best to give away the money in the form of gpt, so they have an interest in peace ;) If you give a bit of money, it's only a loan anyway. You'll get it all back on the next trading round. As for the tech, you want the AI to research for you. And if it makes them happy, that's a bonus. I gave away Writing at a discount and Math outright to open up research of the techs higher up the tree. OTOH, maybe I have no idea what I am talking about and was just lucky :scan:

QSC stats
14 cities pop 35
Missing Math, Poly, Currency, Construction and the governments. Seven turns to Republic
1 settler, 13 workers, 14 warriors, 1 galley and a slave
2 granaries, 2 barracks and a library
A second library and a second lux due next turn.
Score: Firaxis: 268, just one point behind Rome Mapstat QSC: 4154

Most of those warriors were vets, built recently out of my two barracks with the intention of going out and kicking some AI butt.

In 850BC, I learned the republic and revolted in the inter-turn, getting a 6-turn anarchy. Re-revolt drew three :) Next turn, Rome built the Pyramids and started the Great Library. Yum! I decided to let Rome complete the Library before finishing him off. Who knows? It might be of some use if a suicide galley found the other continent(s). No reason not to turn him into an OCC first though :devil:

Running at a deficit, I then managed to learn Math in 3 turns (three turns was possible because I had already started during the anarchy). I then gifted it to both civs, hoping they might research something useful to bring us into the next age. I then turned science off. Next turn, having made a bit of money, I established embassies with both civs, discovering that the GL is due in 24 rounds. In the hopes of speeding that up, I gave Republic to the Romans for the piddling price of Polytheism and 12g. I got ROPs with both civs. I used the Roman one to move troops into position. When I declared war, I did so honourably however. All my troops were outside their borders... just a little further south than they would have been otherwise :D

In 430BC, war was declared. The following year, I razed Ravenna and Veii. Antium fell too. However, the attack on Pompeii fell short. Both immortals and legions won during the conflict so both GAs started. Whether it was the right thing to do or not, I got what I aimed for: a Roman Golden Age in Republic :ack: In the next few years, skirmishes brought me a few more slaves. Then in 370BC, Caesar offered peace in exchange for two towns. I took it. We then traded Currency for Construction straight up and both countries entered the Middle Ages. I drew Feudalism as my free tech. Not ideal.

My only suicide galley died in its first turn at sea. As the new era starts, more are moving into position. The Persian people pray for the souls of these brave men.
 
Abegweit said:
It would get hit again. I took the second strike to build a barracks since finishing the settler would only make things worse. FWIW, I discovered the hard way that you will lose the second pop point even if you have NO workers on the flood plains :eek: The governor put the new citizen on the flood plain in the inter-turn. Would it have made a difference if I didn't grow and therefore had neither old nor new citizens on the fp? I dunno. Is there someone who does?

It would have made no difference. Once the disease starts striking, it always seems to hit for 2 turns. Even with all 3 citizens on forests I got hit a 2nd time.
 
Hi! :wavey: I started settling SE on furs, researching pottery and preparing the settler factory. I discovered the neighbors, traded techs, research was on and off, sometimes saving gold, sometimes researching techs as trade tokens.

I attacked Rome very early, still while in despotism, as soon as I had 7-8 Immortals around. I've been using the hook on/off thing for iron resources for several games now, thus depletion becomes very unlikely to happen. I haven't had no deseases yet.

The Romans started Pyramids, so I made peace for several cities and waited until the pyramids were finished and re-attacked them as soon as the 20 turns peace deal were over. I revolted to Republic and I think I'll stay with it for the rest of the game.

I started a lot of libraries for culture. Currently, I am rearranging my Immortals for attack on Japan. I will move them through the jungle and attack one of their inner core cities first. Moreover, two galleys are on their way to deliver 4 Immortals at a coastal city to add confusion. I want a quick war.

I am planning a palace jump to the Japanese core. My FP is located in a city south of Persepolis.

I thought about 100k and space race as victory condition. I think, I'll go for space race, stopping expansion after I conquered the continent and focussing on science, discover the rest of the world and use them as trading partners.
 
I am trying something else this time with a milking run. Its my first.

EDIT: Ouch, I see SirPleb might go for milking. Just my kind of luck ;) At least I can compare my game with someone who knows how to do it.

Exploration and War
I settled like everyone else. I later decided for a ring 3 and 8. I built two warrior scouts and then a granary. First one is sent east then south and he meets the Romans in 3250BC. Romans have a fantastic starting location, and I decide to give them a hard time. The second warrior joins up with the first and when a Roman settler shows up escorted by a regular warrior I attack and win two new slaves. The second warrior attacks a lone worker and I get a third slave. My warriors fortify on mountain and not even archers can take them down.

Around 1800BC I give peace to war battered Romans. After countless archers dying against my fortified warrior they are basically out of the game. No leaders unfortunately, not even promotions to elites.

In 570BC I send out an expedition of 4 galleys and two of them will later find land. I make the rest of the contacts.

Go to war against Japan in 800BC and trigger GA. Move slowly north to exterminate. Unfortunately their cities are small and they are autorazed. I need to fill in with settlers. By the start of middle ages they are more or less gone and my forces reorient towards Romans.

Research
I research Pottery on max and then start Alphabet. I can trade it from Romans in 3250BC. Writing discovered in 2310BC. Philosophy discovered in 1950BC. Code of Laws discovered in 1600BC. Republic discovered in 1100BC. Pull 3 turns anarchy. Discover Mapmaking in 925BC. Discover Literature in 730BC.

I have to research most techs myself, except the basic ones. This includes math, currency, construction and polytheism. I enter MA when researching Polytheism in 470BC.

Wonders
I build the Pyramids in 730BC, which seems like a good thing to have when going for milking.

QSC stats:
14 towns
41 citizens
9 workers
10 warriors
3 granaries
2 barracks
102 gold
Missing most techs.

1000BC_gotm41_minime.JPG
 
AlanH said:
Their first ring is typically at 5.x, so all cities at or nearer than 5.x to your FP get minimum corruption, along with all the ex-AI first ring.

Thanks. I knew corruption was buggy in PTW, but I didn't realize it was so bad. Since I heard about RCP I quit playing PTW, didn't study the further details as it appeared too morbid for my taste.

Seeing that PTW (with patches) was the approximately fiftieth bug fix from the released original, it makes me look forward to Civ IV with mixed emotions.
 
Hello, everybody. I swam by briefly during GOTM 34, and now I'm back again (probably just as briefly).

Looking over the maps and tactics people used (yes: spoilers; I am disqualified, and will not be submitting), I was struck by how much really good territory there is around. Sir Pleb is always a pleasure to watch, and I liked his RCP3, but I'm never comfortable cramping myself that much (even when I know I'm going to be jumping my Palace).

I decided to try the standard SE opener, and build Warrior - Worker - Granary. In more detail, actions of the units were:

Build War, Wrk, Granary, War, Settler x10 ... interrupted (see below)
Wrk1 E-Irr, Rd, S-Irr, Rd, SW-Chop, Irr, Rd
War scouted NE, then clockwise along mountains
Wrk2 SW-Chop, S-Chop, Irr, Rd
War2 was used for MP

Using 3 chops really pushed out the Granary fast, and I was able to sneak out a second Warrior before the factory was ready. I thought it was a great start. But then ....

Interrupted
On the turn the first settler was completed (Pop -> 7), I got hit with disease. :( The settler did get produced, but Pop dropped to 4, and then to 3 the next turn. I made the best of a bad situation by pumping out 2 more Warriors -- useful for scouting, which I was still light on. It really set me back to lose 2 pop to disease before I had even placed my second city, though.

RCP 5
Early scouting showed what I already knew to be true: there was a huge supply of really nice city sites at RCP 5. The hill NE was mentioned before (makes a 6-turn factory). The cow/deer/beaver NW also make a 6-turn factory, only requiring 2 chops to prep for irrigation ... and has tons of forest nearby to assist in building the second granary. The spot SW at the base of the river had access to beaver, and also multiple nearby forest chops to assist with building a barracks. All of this (and more) was at RCP 5, so I decided to focus on a strong initial 9 cities and expand from there.

The best laid plans
Contact with the enemy interrupted my plans even before the first settler had gotten out of the gate, however. The Roman border was spotted SE of me, and I felt pressure to claim my SE location to avoid him ruining my RCP 5 designs.

The first settler plunked down 5 tiles SE of the capital, in range of two floodplains. Workers had moved in that direction as soon as the border was spotted, and irrigated fields were waiting.

Plans for a second granary in the NW were further interrupted when I managed to trade for Iron Working. My second (delayed by disease) settler raced East to claim the Iron, and my third settler moved to the RCP 5 spot due east and a touch SE to close the border against further Roman advances along the coast. Thanks to roads, Arbela and Susa went up on the same turn.

Capital + 3 cities, and I still hadn't touched the NW. If only the Romans hadn't been so close!

I was now in a quandary. As nice as that second factory NW would have been, I didn't seem to have the workers to spare for it. I decided to use my workers more efficiently and focus on irrigating floodplains / mining BG / connecting the iron.

Looking back, I think I could have prioritized the NW factory, and used my capital to turn out 2 workers for specifically that purpose.

The way it went, however, I placed my fifth settler NE on the hill (accessing two irrigated FP and a mined/roaded BG), and used the sixth settler to plant my barracks location SW (at the base of the river). The Iron would be connected soon, and I felt I should have the barracks ready (just in case).

The screenshot from 1525 shows the board just after I placed my seventh city. Note that I have Embassies with both neighbors; I also have Rite of Passage with Rome (who was briefly Gracious when I created my Embassy there :eek: ).

Did something go right?
The diplomatic/tech aspects of the strategy seemed to work like a charm, unlike the mangled build order.

I determined that I didn't want to fight until I was a Republic, and that meant I wanted Embassies quickly. I decided to focus on my Pottery and then rush straight for Republic, coming back to Ironworking if necessary (it wasn't; I traded for it).

I researched the following, all on max:

Pottery
Alphabet (I actually ended up trading for this at the last minute, but only because I wanted to improve relations with Rome.)
Writing (I think this was involved in the trade for Iron Working.)
Code of Laws (I was hoping Japan would come up with Philosophy I could trade for; he didn't.)
Philosophy (I think this took 6 turns!)

I had 6 turns left on Republic when QSC ended. Rome never attacked me, and he never even tried to extort me. :lol: I don't know if that's because I didn't have anything to extort, or if he was a little afraid of me. I never had as much military strength as he did, but boy, did I have GNP! :p

QSC Stats (Again: this is disqualified. I just did it for fun, not to turn in.)

17 cities
27 population
1 barracks
1 granary
0 settlers
12 workers
13 warriors

6 turns to go on Republic
Need Math, Construction, Currency, and Polytheism

I will note that I handicapped myself by not taking the goody hut in the East. The only disease I got (through 1000BC, where all my settlers were complete and I was pumping out workers) was the one right at the beginning. I let the enemy come to me, I researched Alphabet instead of rushing out to trade for it, and I generally think this is a representative result for RCP5 on this map (perhaps even a little weak).

Republic in 6 turns + Anarchy, Roman RoP wears out in 9, Iron connected, 13 warriors waiting to be upgraded .... GA before 600BC, with 45ish population to enjoy it.
 

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SirPleb said:
What a rash of bad luck in this GOTM! A few people nailed badly by disease, a few nailed by an aggressive Rome ....
Yes, this is a "bad" game. Persepolis was hit by disease the turn before building its first settler - thus I lost 4 pop. :(

I had scores of elite immortal wins withour a Great Leader. :(

A spear crossing the jungle towards Japan (I always put some cheap spears in my immortal SODs to get the heat from attacks) died of disease. :(

I didn't get a single tech from the Great Library before it expired. :(

The turn I attacked Rome, 2 immortals died attacking warriors. :(

All this in my 2nd 20k culture approach after missing victory in gotm39 by 3 turns IIRC.

PS: Full report will follow once I find the time.
 
While we're moaning about bad luck, how about two bouts of double disease in Persepolis just as it was getting into settler production, followed by iron expiring before I'd built a barracks in its town or connected it to the rest of my empire. Ten vet warriors all dressed up and nowhere to go to upgrade :cry:
 
Mursilis looked at the landing survey as he reviewed the available leaders in his mind. “This is a nice spot for an industrious type guy, someone with smarts”. As he flipped a coin in the air he said “heads it’s Xerxes and tails it’ll be Osman”. He looked down at Moonsinger’s face smiling back at him from the 100 credit piece and said to his aide, “Tell Xerxes to pack his bag’s, I’ve got another job for him”

Xerxes assessed the area around he colony pod and came to a couple of quick decisions. “We’ll settler over to the northeast on that flood plain. I need two volunteers for scouting duty and I want our researchers to begin work on discovering the Wheel. I’d like to develop a mobile force for attacking and defense” were his orders. His western scout, Thor, discovered a small herd of cattle before reaching the coast and turning back to the west. His northern scout, Odin was more productive meeting a Japanese explorer (so much for a tech monopoly) and discovering a supply of fur-bearing mammals.

Thor’s foray east was more productive as he soon encountered a Roman worker. These two contacts allowed Xerxes to partake in a quick tech exchange and with research completing on Pottery, he found himself as the science leader of his known world. After 1500 hundred years of rule however he had only 2 towns that flew his flag, Pasagarde had completed a barracks and was producing veteran warriors and the second, his capital Persepolis now had a granary and was dedicated to providing new settlers for his empire. Both of Rome and Japan soon would take advantage of Persia’s lack of a military by extorting technology and gold.

Upon Odin’s trek to the Japanese homeland, spices were discovered and what would prove to be the only barbarian warrior encountered would die attacking Odin on his mountain perch. Thor’s return trip from the Rome’s eastern shore, it was determined that Rome could only expand westward, where Persia was and that each of the first three Roman cities had their own cattle ranch. During Thor’s stroll home another exchange of technology by the island inhabitants brought horseback riding and iron working to Persia’s cache of knowledge. At this time, no horses were in sight and the only known location of iron was within the Rome’s borders. Just as Xerxes was preparing to distribute bows to all of his troops Odin spotted an unclaimed source of iron and a settler was dispatched to claim the hill. Japan’s extortion of iron working was the final straw for Xerxes. A mighty army would now be assembled for conquest of these abusive neighbors.

With the founding of Arbela in 1525 BC, Xerxes was now confident that he would soon be able to repay Caesar & Tokugawa for their bullying ways.

At the end of his third millennia of rule, Xerxes commanded seven towns (with a settler on the move), 4 worker teams and 8 warriors. With the impending discovery of Code of Laws, he would be the wisest and richest nation on the island. Much to his delight the Romans completed the Pyramids for him and a pair of off island nation completed the Great Wall and Colossus.

Xerxes was shocked to learn that his feeling of technological superiority was ill founded when a report by Livy put his at the bottom of the list of researching nations.

The year was 170 AD, when a fateful decision was made by Rome. Either Caesar had ignored all of the intelligence reports or he had grown overconfident in his demands on Xerxes. The Roman ambassador swaggered into Xerxes’ office and laid a new ultimatum on his desk. Forty one gold pieces were the tribute this time. Xerxes’ laughed at the fool and told him to be gone while his head was still attached (Xerxes had a smaller temper that Temujin). The Roman Ambassador shouted something about war and the might legions of Rome as he was tossed from the balcony into the pond below. What had been either overlooked or ignored by the Roman leadership was the over 40 divisions of Persian immortals stationed on the border with Rome (waiting for trade deal to expire).

This was not what Xerxes had planned. His country was in the process of going from despotism to an elected republic and he knew that his first victory would begin the Golden Age of Persia, but Caesar had left him no choice, so with a muttering about best laid plans, he ordered his forces to advance. The Roman spearmen defending the four cities were no match for the powerful Immortals and they died quickly. The first Roman Legionaries appeared outside of Rome and though the fought bravely killing several Persian units, they too soon fell to the overwhelming numbers before them. The fall of Rome (with the Pyramids) was the pre-curser of the more defeats for the remains of Caesar’s armies. Three more Roman cities fell and Caesar had lost local access to iron, when Xerxes researchers discovered currency and the Republic of Persia enter the Middle Ages.

The First War of Roman Conquest (as would be known by historians) was raging and the Persian colors were being added to newly founded cities in the west and conquered cities in the east, there remained a potentially dangerous foe in the north. It had been determined by scouts that horses were not available on this island, so the Japanese Samurai, would be a very formidable opponent if Tokugawa was allowed to bring them to the field of battle.
 
If anyone wants it, here is my spreadsheet for planning starts. It includes a blank, and a sample set up for this game and for cotm10 and gotm38.

offa's planner

startplan_gotm411.GIF


If you look carefully you can see where I had to change my plans because of the lost shields on growth.

If only I had planned on the Romans doing me wrong....
 
PTW Open 20K

Cities:
I settled SE. City #2 went NE, N, N and was my 20K city, built in 3100 BC. City 3 came 19 turns later, and it wasn't until much later that Persepolis got a granary. I had 6 cities at 1000 BC, when I finally got Persepolis spitting out settlers nicely.

Research:
I started on CB at max, then iron working as I wanted to be sure I had it for my Immortals. I met the Japanese in 3350 BC but didn't trade for the wheel, which was all they had. After IW (2630 BC) I started on mysticism. When I met Rome (2330 BC) I traded for warrior code, the wheel, and the alphabet. Pottery didn't come until after mysticism, then I started to research writing, but ended up trading for it. Then I learned lit, then poly, then monarchy. The great library then brings me some techs and I research some others, but I didn't write them down. I don't hit the middle ages until 10 AD.

Culture:
Pasargadae grows nicely and I add in a couple of workers. I was reasonably happy with the ancient ages here. I built:
Temple (2150 BC)
Great Library (750 BC)
Library (670 BC)
Hanging Gardens (290 BC)
Colosseum (190 BC)
Forbidden Palace (10 AD, just before entering the middle ages)
I hadn't learned monarchy when I finished the GL, so the library couldn't be rushed. I don't remember if I didn't have enough cash for the colosseum or if I was waiting on construction. (I've got 4 pages of notes on the ancient ages, and still I'm not recording all the stuff I want.)

Wars:
In 570 BC Caesar demands literature and I refuse. He declares on me. Despite this, when I learn monarchy in the same interturn, I revolt. Wars fought in anarchy are the best, right? It's only 5 turns of anarchy, surely it will be a piece of cake. Two turns later, though, when Japan demands monarchy, I decide to give in. In 530 BC an archer dies attacking an immortal and my golden age begins. This is nice for my HG build, which is somewhat disrupted by the revolt. I capture a couple of settlers and then make peace. I save the real wars for the middle ages, when I have more immortals.
 
I guess I must have done something right in this game. No disease in any cities until the AD period and Rome didn't get agressive (though he did get tribute a couple of times) until I had a sizeable army (his mistake).
 
Vanilla civ, open class.

I first decided to go for a science victory, maybe space, or if time would ran short then diplo. However these plans didn't last.

Starting moves

As many others, I settled SE on the furs, and developed a 4-turn settler factory. My building order was warrior, warrior, settler, granary, warrior and the settlers. Before my second settler I got two-turn disease, so I built another warrior before it. My first warrior was ready in 3000 BC, and my second city was founded 4 tiles NE from the capital to build warrior and then worker. So I went for RCP of distance 4. After seeing iron in the east, I decided to have my second ring at distance 8. It was a bit far, but it worked quite well.

Research

First tech to researc was, like for many others, pottery, so that we could build granary in Persepolis. After that, we traded and researced techs as followed:

Pottery 3400 BC (own research)
Warrior Code 2950 BC (From Rome)
Alphabet 2950 BC (from Rome)
Ceremonial Burial 2950 BC (Japan)
The Wheel 2950 BC (Japan)
Iron Working 2390 BC (Rome)
Writing 1790 BC (Rome)
Philo 1550 BC (own)
HBR 1550 (Rome)
Mysticism 1350 BC (Japan)
CoL 1325 BC (own)
Republic 875 BC (own)
MM 875 BC (Japan)
Literature 650 BC (own)
Construction 410 BC (other civ)
Polytheism 410 BC (other civ)
Monotheism 410 BC (free tech)

Important dates

1450 BC We get our first coastal city on the western coast, which starts immediately a prebuild for the ship.
1000 BC The future Persian pyramides are ready in Rome.
875 BC We discover the Republic, and revolt. Get 5 turn anarchy, and do not take a re-roll.
800 BC Finally remember to switch tho galey prebuild to a galley, and as it has already gone over, we build our first sea-vessel. (still in anarchy)
775 BC Republic! We connect the iron, and get ready for a massive warrior-upgrade
650 BC Rome demands republic, and after we refuse, they declare war on us. What fools!
630 BC First immortal attack triggers GA.
410 BC We enter the middle ages.

Numerical Data


1000BC
11 towns, 31 citizen
1 settler, 8 workers, 26 warriors
Contact with Romans and Japanese.

At the dawn of the new era in 410 BC:

20 towns, 62 citizen
1 settler, 13 workers, 11 warriors, 31 immortals and 2 galleys
8 libraries, 1 temple, 2 granaries, 6 barracs.
contact with everybody

All in all, I think I did quite nicely so far. I managed to end AA quite quickly, and also I succeeded in one of my primary goals, which was to have GA while we were republic. Oh yes, I also had for the first time in my civ playing carear a 3-turn settler pump after we became republic.

And at the time we entered MA I decided, that we would not send our young men into space. And we would not rule other nations through the diplomacy. In fact, we would not rule them at all. We were going to destroy them!
 
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