GOTM 43 Final Spoiler

jesusin

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GOTM 43 Final Spoiler



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Was it too easy for an Immortal game? Isn't Inca your favourite civ now? ;) Is there something you have learnt and you'd like to share?
 
I went for the easy save knowing I'd never won a Monarch GOTM. Did a Quechua rush on America, followed by Saladin and then more of a combined Elephant/Catapult/Quechua attack on Mali's damn skirmisher's to take the continent. I didn't bother checking the victory conditions at this point to see how close I was to domination. Might have been an idea. :mischief:

I spent the best part of a millenia trying to convince my economy to recover from the overexpansion, eventually it did and I knew It'd probably be plain sailing from then in.

I didn't get Optics till much later so I was just sitting on my island waiting for the rest of the AI to find me, which China eventually did, and to my great surprise I saw that they were all stuck on tiny islands. No need to worry about them then. :p

I then got an alert saying I was close to the domination land limit. This wasn't exactly welcome news since I was going for a space race. I knew there was no way I could stop myself from going over it as my borders expanded, but I hoped I could keep my population just under it.
Unfortunately I forgot to turn on the population alert, and I won in 1562 AD. I'm not complaining though, I have my highest score yet in a GOTM to keep me happy. :cool:

Was it too easy for an Immortal game?
Yeah it was, being on Monarch as it was.

Isn't Inca your favourite civ now?
Yeah, This was a lot of fun. It still is because I've kept playing to see how the rest of history pans out.

Is there something you have learnt and you'd like to share?
It's probably a good idea to get code of laws *before* you crash your economy for hundreds of years.
Oh yeah and I thought you needed to form a continuous loop around the earth to get circumnavigation, but it turns out as long as you get some coverage on each vertical line you're ok.
I discovered this as I got circumnavigation without optics by getting my hands on some Chinese maps. :D

Thanks for the game, I look forward to seeing how scarily fast people have got domination on this map.
 
I also did a quechua rush on America, and all I got out of it was their capital. Meanwhile they had already founded another city and the Mali had built an army of chariots, horse riders, and axemen - which came knocking on my door at pleased.
I've learned nothing at all from this. Despite playing a textbook Inca rush, the Mali were overprepared and overaggressive. Had I to do over, I would have spent my time pop-rushing archers instead of quechua, a strategy rendering the Incas pointless to play.
 
I also did a quechua rush on America, and all I got out of it was their capital. Meanwhile they had already founded another city and the Mali had built an army of chariots, horse riders, and axemen - which came knocking on my door at pleased.
I've learned nothing at all from this. Despite playing a textbook Inca rush, the Mali were overprepared and overaggressive. Had I to do over, I would have spent my time pop-rushing archers instead of quechua, a strategy rendering the Incas pointless to play.

I hope you might still learn something.

By your words I can see there are big differences between our "books". I'm not an expert on Quechua rush, but for me the Quechua rush is a rush and a text book Quechua rush is taking 4 cities from 2 exterminated AI by 2000BC, while half of the rest of the AI haven't even connected copper.

I somehow suspect that by 2000BC you hadn't even dowed yet, am I wrong?

Why don't you try again to practice your Quechua rushing ability? The way I'd do it is this:

- Build nothing but Quechuas. Build them fast.
- Explore with the first ones.
- Dow 2 AI, enter their borders with 1 Quechua each, plant the Quechuas in 75% defense tiles next to their capitals.
- Bring a second Quechua to each when you can, just in case of a bad roll.
- Bring 5-8 more Quechuas to one of them. It can take some time, bur their workers are not improving terrain, their settlers (if they've had the time to get one) won't dare to go out, they are severely crippled. Take the capital.
- Wait for reinforcements, gather at the next target city, kill.
Any opinion from the experienced rushers on my way to do the rush?



As for being dowed by Musa:

- AI won't even consider going to war if you are strong. How could you not be strong if you were building nothing but units?

- When AI decide to dow, they will target the weakest neighbour. Why would Musa dow you if you had crippled America?

- When AI has decided on his war target, they will roll a dice based on diplomacy. Musa at Pleased has a 10% of dowing anyway. Does it look like a small percentage? Please consider there's going to be a dice roll every turn.

- Of course it could all have been very bad luck... did you notice when did Musa get his hands full?
 
My thanks to Jesusin for making a creative game that would have been a fun game to try on Immortal - FOR ONCE! :goodjob: I was VERY disappointed to see another high level game this month :( so I took the Monarch save - but this one would have been fun to try at the immortal level ;). I'm used to 'creative' twists at higher levels by the game makers that don't add anything to the game - but make it harder, so this was refreshing - Thanks. :)

The Quechua rush worked well and I stopped before overextension... always good to know the right point to stop expanding and wait for the economy to catch up.

I won't reveal more (I'm not fond of early final spoilers), but at Monarch it was still a fun victory, and enjoyable game. :goodjob: Finished 1328 A.D.
 
My first attempt at a GOTM, it was certainly fun - many thanks to Jesusin.

I learnt a lot from this game. Normally I play at Noble or prince and am still in the learning curve. This game taught me that I have a long way to go :rolleyes:

The early Quecha rush got me Washington and New York and put America out of the game. Exploration to the east showed that America had presumably had 2 other cities which had been taken by Barbs. I lost out on Illinois as I had one unit too few with me and a roving chariot of MM's nipped in and stole the city from under my nose. I got Navajo though.

This, added to the fact that I had settled a couple more cities of my own completely overstretched my economy, and I never recovered from that. To cut a long story short, I didn't get to the medieval era until 1800 and something, and for a long time had no techs allowing me to build anything other than units, which of course made the economic situation worse. By the time I got pottery and could build cottages it was wayyy too late.

My relations with Alexander steadily worsened, so preemtively I made a defensive pact with MM. When Alex attacked with destroyers, infantry and cav, MM came half-heartedly to my aid. War elefants and pikemen did an amazing job of holding Alex off for a long time. Eventually he showed up with gunships, marines and tanks and that was the beginning of the end.

To my surprise MM suddenly made peace with Alex (I didn't see any messages about our defensive pact being cancelled) and that spelled my doom. My most modern unit was the cannon, but I still managed to take out 19 tanks and 9 gunships before finally being defeated in 2038. I am amazed that I lasted so long!

Great fun, but it's back to learn the basics now and hopefully make a better shot at the next one.

Jack
 
I hope you might still learn something.

By your words I can see there are big differences between our "books". I'm not an expert on Quechua rush, but for me the Quechua rush is a rush and a text book Quechua rush is taking 4 cities from 2 exterminated AI by 2000BC, while half of the rest of the AI haven't even connected copper.

I somehow suspect that by 2000BC you hadn't even dowed yet, am I wrong?

Why don't you try again to practice your Quechua rushing ability? The way I'd do it is this:

- Build nothing but Quechuas. Build them fast.
- Explore with the first ones.
- Dow 2 AI, enter their borders with 1 Quechua each, plant the Quechuas in 75% defense tiles next to their capitals.
- Bring a second Quechua to each when you can, just in case of a bad roll.
- Bring 5-8 more Quechuas to one of them. It can take some time, bur their workers are not improving terrain, their settlers (if they've had the time to get one) won't dare to go out, they are severely crippled. Take the capital.
- Wait for reinforcements, gather at the next target city, kill.
Any opinion from the experienced rushers on my way to do the rush?



As for being dowed by Musa:

- AI won't even consider going to war if you are strong. How could you not be strong if you were building nothing but units?

- When AI decide to dow, they will target the weakest neighbour. Why would Musa dow you if you had crippled America?

- When AI has decided on his war target, they will roll a dice based on diplomacy. Musa at Pleased has a 10% of dowing anyway. Does it look like a small percentage? Please consider there's going to be a dice roll every turn.

- Of course it could all have been very bad luck... did you notice when did Musa get his hands full?

It took me until 1390BC to get a road built to America's border and move my army down it. Why so long? Starting location had poor growth and chop rushing the second worker made it worse.
I'll admit that my "textbook" may be old and out of date, but nobody bothers to remove articles that are obsolete. I do thank you for providing me with an improved rush plan.
I guess I should have mentioned that America was attacking my capital from their new city when Musa dowed.
 
I also chose the Monarch level save and tried the quechua rush. It went well against America, with a DOW in 2650 BC and the conquest of Washington and New York to eliminate the Americans by 2170 BC.

I didn't see how my quechuas could overwhelm Mansu Musa's skirmishers, so I shifted (too late, I think) to researching BW, then didn't build enough axemen before DOW against Mansu Musa in 640 BC. I was able to take Timbuktu with just the quechuas and archers, but then my attack bogged down. I took Djenne in 370 BC, then had a long dry spell until taking Walata in 320 AD. In between, I tried a couple city attacks with insufficient stacks and lost heavily. The war weariness and whipping wrecked my economy and sent my units on strike, while Mansu Musa was beginning to build longbows against my axes and swordsmen. He refused any offer of peace, so rather than draw things out for a few more points, I retired ignominiously in 590 AD. :(

Perhaps I'll try again, following jesusin's suggestions, for an unofficial replay.
 
As I outlined in first spoiler, I had pretty much decided on a cultural vc. I had rushed Washington, but left M&Ms and Sally for trading partners.

I bungled quite a bit. My second GP was a GS (1st= academy in Cap) that I bulbed for Education. My third GP surprised me (against odds, because of computer assignments I didn't check closely enough) by being a GP. I used him to build the Dia Miao in Washington's old capital, Washington. I guess it turned out okay, since it produced some culture and 20g or more per turn. QUESTION: What is that golden square around GP specialists that you sometime see on the city screen, and does it help govern the computer's assigments when you aren't looking? How do you get the golden square to attend the party??

I spread Taoism (my first religion, and the only one on our land mass) to my niegbors and we became quite chummy. In fact, I think Sally wanted me to vassiline him one time (I quickly reminded him that this was a straight vanilla game and that kind of behavior was not allowed). Although he couldn't become a Vassal, he did ask for a defensive pact later in the game. Of course, this was after all of the heathen from around the world starting showing up.

My thinking was that with nine (or ten) rivals dispersed on a fracin' tal map, that once I discovered how big our land mass was, that we would be the strongest for some time... perhaps enough time to build the cultural lead and remain strong enough after bringing research to a halt at Liberalism to coast into a cultural vc.

I never dreamed with nine rivals that we might have had enough land on our island to accomplish a domi win there.

I guess other than the vc, another big decision I faced was on the race to Liberalism. M&Ms was neck-and-neck with me, and he had Theology. Our island only had one true Gawd on it (the one that if you can name it, ... is probably not the true one). I couldn't trade MM for Theo, but I decided the risk was worth it and researched thru Theo to Divine Right to become the founder of Islam. I wouldn't get another heathen religion until very late when the 'new worlders' showed up and presented Judaism - too late for my cultural attentions.

I did manage to also win the Lib race.

So, I built two temples in every city, and two "cathedrals" in every legendary city. My cultural rate was pretty dismal, but I won in 1841 AD. Not that it really matters too much, but I did do a MILF toward the end of the game. The Mistake I Learned From was that I was impatiently awaiting my last artist to put me over the top near to the turn that my other two cities would reach legendary status, when a Great Merchant popped. :eek: I had forgotten that I had most other cities supporting the cause by building wealth and running merchants, and one of them had somehow caught up with my GP farm and produced a GP. Not the end of the world, since I conveyed him to a neighbor on a trade mission and was able to move my cultural slider all the way to 100%, but it did cost me about 6 or 8 turns at the end.

At any rate, I always enjoy a cultural game, and this one was strangely enticing.

My statistics are in the spoiler, with the numbers being for 1oooBC, second number for -O-AD, then 5ooAD, 1oooAD and end of game.

Spoiler :
Game GoTM 43
Civ HC
Traits Financial
Aggressive
Rivals 9 Ais
Difficulty level Adventurer Monarch
Map Fracin' Tal
Map size Normal
Climate Arid
Sea Level High
Starting Era Ancient
Speed Epic
Options
Vic Conditions All
Start 1000 BC -- O -- AD 5oo AD 1000 AD Ending
Cities Five Nine Nine nine
Population 11 41 70 73
Workers Three Six Six Six

x/x Units (best, all others) 9/9 5/14 3/17 1/4/2018
Best Unit Type Quechua Axemen HorArcher Knght/WE

Horses No Yes Yes Yes
Copper Not hooked Yes yes yes
Iron No I/W Yes Yes Yes
Stone No No No No
Marble Not hooked Yes Yes Yes
Luxury Resources Gold Yes
Health Resources Cows Yes

# Great Persons 0 (114/15o) GS/Acad 2 GS's oops GPr
Acad/Educ Dia Miao
# World Wonder none none none working Taj
# National Wonders none none HR in cap Globe/NE

Commerce 18 65 135 102
Production 21 64 105 109
Food 32 111 169 179

# Sustainable Beakers per turn 23 113 195 185

# Culture per Turn 9 cpt 17/16/5 3o/21/9 264/114/95 779=
332/225/222
# Great Person Points per turn 3 6 to 9 7/6/x 16/6/2
Gold 5 139 22 208

# Religions none Taoism Tao/Islam same 2

#/# Cottages Used 1/1 1o/1o 15/16 same

# Civs Killed Washing one same same same
2 barb cities
Time Played
(leave game running all time) 2:13 4:5o 23:17 25:04 34:11
Academy Date n/a 835 BC
Alphabet Date 154o BC same
Civil Service Date researching
Liberalism Date on Educ
Oxford Date n/a
Astronomy Date n/a
Biology Date n/a

Build Order/Buildings Quechuas Religious Religious
Buildings Buildings




Techs Alpha Alpha Music stopped
Writing Phiosophy Philo after Lib
AH Drama some
Hunt Math Math trades
PH CoLaws Paper
Poly Monarchy Monarchy
Mason Mono Theology
BW I W Compass
Units killed/lost Barb = 6 16 Same Same
Wash = 5 5
Wrkrs capt 3 3
Victory Type & Date ?????? Cultural= 1841AD



Happy hunting to all!
Adama
 
To my surprise MM suddenly made peace with Alex (I didn't see any messages about our defensive pact being cancelled) and that spelled my doom.

DP are cancelled when a war is started. The turn you entered that war the DP was cancelled.
 
QUESTION: What is that golden square around GP specialists that you sometime see on the city screen, and does it help govern the computer's assigments when you aren't looking? How do you get the golden square to attend the party??
The golden square means the governor won't unassign that specialist.

In order to unassign it yourself, you need to turn off governor (one of the 6 small squares down in the middle) first.



Since I hate governor taking decision for me and since I love micromanaging every little thing every turn, I always have governor off and emphasize food on. That way the governor never hires an specialist for me, not even when a new pop is born. That way I am able to keep generation pool purity even if I were to forget micromanaging a city for a turn (me? uninimagible situation that one!).


My statistics are in the spoiler, with the numbers being for 1oooBC, second number for -O-AD, then 5ooAD, 1oooAD and end of game.

6 Workers for 9 cities at 1AD! Didn't you feel you were very short of workers? Wasn't you constantly working unimproved tiles?

I usually have 10 or 11 workers for 9 cities and everybody tells me that I am too short of them.
 
6 Workers for 9 cities at 1AD! Didn't you feel you were very short of workers? Wasn't you constantly working unimproved tiles?

I usually have 10 or 11 workers for 9 cities and everybody tells me that I am too short of them.

I never build enough workers; I am learning that I need more though.
 
Why don't you try again to practice your Quechua rushing ability? The way I'd do it is this:

- Build nothing but Quechuas. Build them fast.
- Explore with the first ones.
- Dow 2 AI, enter their borders with 1 Quechua each, plant the Quechuas in 75% defense tiles next to their capitals.
- Bring a second Quechua to each when you can, just in case of a bad roll.
- Bring 5-8 more Quechuas to one of them. It can take some time, bur their workers are not improving terrain, their settlers (if they've had the time to get one) won't dare to go out, they are severely crippled. Take the capital.
- Wait for reinforcements, gather at the next target city, kill.
Any opinion from the experienced rushers on my way to do the rush?

Is it really better to DOW against both AI at the same time? Does the disruption of their expansion compensate for the risk that the second AI goes after your capital while you're concentrating on the first one?
 
Is it really better to DOW against both AI at the same time? Does the disruption of their expansion compensate for the risk that the second AI goes after your capital while you're concentrating on the first one?

I think the expansion disruption compensates everything in most games, not only Inca ones.

In am Inca game I don't see a particular risk for the capital. An exploring Archer might approach, but you are building a Quechua in the capital and you have just built another, so no problem.
 
I managed my first ever Immortal win! Having said that, I don't really view this as true Immortal in the circumstances.

The pre-game discussion was informative and I settled 2N, aiming for the obligatory (i.e. only chance of winning) Quecha rush. I went for the Americans as I could sit on a hill and watch their (poor) defence. Despite losing a few boys to wildlife whilst exploring, I still had plenty to take the two American cities. I baulked at taking on Mansa's skirmishers, particularly with barbs picking up and plenty of space east to settle.

So I settled all available space (although Mansa grabbed the poor land to the very far east) and cottaged (and traded) like crazy, which enabled to stay broadly in touch with techs. I beelined for my standard maces and cats plan (throwing plenty of war elephants in there to counter the pesky knights and was surprised to see Mansa relatively poorly defended (a feature of Vanilla really - a BTS AI would have whipped longbows and crossbows like crazy). My constant building of troops came in handy. By the time I had eradicated Mansa, it was a no-brainer to send my burgeoning army to take on Saladin.

Having conquered them I realised, with delight, that there was enough land for a Domination victory, due to the restrictive land for the overseas Civs. And that was that. I was very surprised to have won in 1460 AD with a 113.5k score.
 
Surprised by domination win in 1535. Wasn't paying attention and didn't have warnings on. I was setting up for a space race after wiping Mansa out. It was shaping up to be a nice island civ.
 
DP are cancelled when a war is started. The turn you entered that war the DP was cancelled.

Hmmm... but he said that Alex DoWed on him. I thought the Defensive Pact still stayed in order until one of the two makes peace??
 
Congrats to all who won - especially Adama for a cultural victory with Inca :)

I will keep this short because I had a simple domination victory in 1562AD. I am actually excited to play this one again for a really fast domination victory (if only i had known that it was possible to get dom with only our island)... I just figured that would be too easy and Jesusin would have made us put a couple lads on a boat and explore the world... :eek: my surprise

425AD MM DoWed on me (still pissed from the first war i guess)
I already had some cats and phants preparing for war so I captured two cities quickly, including his new capital.

680AD Peace with MM - tried to save my economy from complete collapse... (however again if only I had known... would have shut off all research after construction (the only units I needed throughout the rest of my game until 1562 were cats and phants and a couple axes to fight off those pest spears and pikes) :crazyeye:

750AD DoW on Saladin take 4 cities and grab some tech (i was way behind)

1220AD DoW on Saladin again this time with the intention of elimination. He was gone shortly after and I focused my troops on MM. Took his second 'new' captital and wiped off his remainind cities quite quickly... then just tried to boost population quickly to win diplo.

1562AD Immortal Victory is mine ;)

Was it too easy for Immortal?? Maybe. But I always love a win regardless. I think the land distrubution was a bit tipped in our favor... maybe if there had been one more civ to the east, and one less civ on the crammed southern islands (Izzy only had one city the whole game!!!) Atleast MM was there with his skirmishers which sounded like it scared some people away for a bit ;)

Is Inca your fav civ??
well. they sure are one of the most fun... and easy...

Thing I learned?? counting squares for land mass is important... Is there an easy way to determine this?? I had to literally count all the land squares in the game? and i learned that you can win without a single world wonder built :lol::lol: and I learned (well was reaffirmed) that an early Great Prophet is crucial to help fund early expansion... well... you need a founded religion as well...

All in all enjoyed the game.. although I finished it in one day and now I am looking for something to do... maybe I will try again or play a gauntlet :crazyeye:
 
The Immortal Dr Strangelove’s narrative continues….

Spoiler :
No Bombs for the Elven-kings under the sky,
None for the Dwarf-lords in their halls of stone,
None for Mortal Men doomed to die. But
NINE for the Doctor Strangelove on his dark throne
In the Land of Inca where the Shadows lie.
Nine Bombs to rule them all, Nine Bombs to find them,
Nine Bombs to bring them all and in the darkness bind them
In the Land of Inca where the Shadows lie.


Oh my children, the Holy Bomb has shown the way. After learning the secrets of Alphabet, we have means to trick the demonspawn out of their technologies. However, we should not be pleased merely with those technologies that we can lure from Mali… oh no. We shall next study the arts of the sea, and cunningly entice other demonspawn to sell us the rope we shall use to hang them. As our libraries begin producing the anticipated great people to aid our cause, we must resist the temptation to build acadmies and other such niceties… for now. These great people can provide an instant technology, whose trading multiplies its value immensely. Even the greatest academy ever conceived could never produce so many beakers in what we are trying to make as short of a game as possible. We shall, however, study literature since the Bomb has provided us marble deposits which can aid building a Great Library that will produce even more great bulb-ers. This world wonder is completed in 515AD (t202), is dedicated to U235 and thus no other world wonders can ever compare to its holiness and we shall avoid waking the wrath of the gods by hubris, thus we shall not even attempt to build any other world wonder. We shall build a national epic in the same city (Tiwanaku) to speed up generation of great scholars.

We have learned to sail the seas (Optics) in 860AD. Our caravels begin sailing the seas, and on the high seas meet a demonspawn calling himself Mao Zedong. This demonspawn is eager to sell us the secrets of Feudalism, horsebackriding and construction for technologies we have already gotten bored with. To sweeten the deal, we ask what else would make this deal work, and he offers his world map. We pretend as if this is of little importance to us, thanking him and accepting it graciously. We now have located all of the demonspawn in the world, and our maps are first to prove that the world is round. Consequently, our sailors need no longer fear falling off the edge of the earth and thus are willing to sail at breakneck speeds the Bomb calls us to (+1 movement). The order is given: make contact with the remaining demonspawn as quickly as the winds allow. Napoleon, Isabella, Peter, and Alexander they call themselves. We call them Toast.:D

After a round or two of trading, the Inca are firmly established as technology leaders. Inca are first to Liberalism and take Astronomy, dreaming of ships to find the hiding demonspawn and deal them the judgement of the Bomb. Nationalism was considered, but astro was more beakers. In retrospect, since only 4 galleons were ever built, many turns could have been saved by taking nationalism instead. :blush: Oh well, observatories weren’t a total waste since we do have to tech all the way to fission+rocketry.

We build a great university called Oxford in a city called New York (t307-1496AD), because this city has the greatest number of mature cottages plus a lot of gold. Too bad the Great Library is in a different city… but that will soon cease to be useful anyhow. This date does not please The Immortal Dr Strangelove, however. But other priorities required greater attention, and even TIDS cannot do everything at once. So what were we doing instead?
We were taking advantage of the technology lead over Demonspawn to build a mighty army consisting almost exclusively of Cavalry, and a nascent navy.

Montezuma is still in the stone ages. However, we calculate that (a) Aztec lands would cost too much maintenance; (b) Aztecs are no threat to us because they are so backwards and all civs are Furious with them; and (c) The second commandment states: “Thou shallt not Nuke thine own continent”. So Aztecs can wait. Mali is targeted.

By the time our forces are ready, our open borders was used to scout the Friendly enemy carefully. Despite having discovered Chemistry, only 3 grenadiers were built in all of Mali, the rest being skirmishers (LOL) and Longbow and a knight or two.

Operation Cakewalk is scheduled to begin in 1466AD. Invasion from the main Incan lands in the East. We will ignore (for now) the two Mali cities in the far east, as they are so crappy they will cost Mansa more than they are worth --making the insult of their presence somewhat more tolerable. Just keep a couple cavs nearby just in case those LB’s try to leave their cities. In the 3 western cities, in Saldins land (plus Ollayantamb, where we have a Forbidden Palace), we shall do likewise… keep a couple cavs for defensinve actions. Our forces will be concentrated in a spike that we shall drive through the heart of Malinese territory, attacking Djenne (due east of NY floodplain/gold city), and then split to attack north (Goa) and South (Timbuktu) simultaneously. Loss of these cities should cause the Mailinese empire to collapse like a house of cards.


As most Cakewalks seem to go… this was a bit more like a climb than a walk and with a lot less cake than originally anticipated. After taking Djenne, the Malinese quickly rallied to to front, making it unwise to split the forces. Our seafood is pillaged in the first turn of war, but we don’t care… what we do care about is that a grenadier and two knights have landed next to Washington defended by 1 Axeman and an honorguard of 1 Quechua. So some of the attacking cavalry are peeled off the stack to defend the unexpected attack on Washington, which they do admirably (no losses), but are severely wounded and require some healing time. Our now-diminished stack quickly head to Goa in total, since Goa is judge easier than Timbuktu, and this leaves the demonspawn capitol pretty isolated anyhow. Goa falls quickly with lots of bloodshed on both sides, but more demon blood than sacred Incan blood is spilled this day. A quick calculation is made: Mali’s best troops are eliminated, we have healed cavalry in Djenne and Washington, and can send our cav reserves from the west coast (grens now can defend the west). Without siege, with a bit of luck, we should be able to overwhelm the Pike/LB defenders in Timbuktu. We have judiciously chosen Withdraw-chance-enhancing promotions for many cavalry, anticipating the day we run out of siege (or run faster than siege, rather). Out of first 4 attacks, 2 die and 2 withdraw. The remaining cavalry kill their opponents but suffer severe damage. If not for the ability to heal while promoting, Timbuktu would stand. Yet the Bomb aids those who follow its path. Our final attack the following turn loses no units, kills the final 4 defenders, at odds of about 75% each. Do you feel lucky punk?

Having dealt a devastating blow to Mali, we sell peace and gain Constitution and Sci Meth (1520AD). This is evidence that they are truly demonspawn, that they are able to pull ahead in tech during an all out war for survival! If you need further evidence… they do not retire, suffer a computer crash, or just drop connection as a true human would certainly do at this point :lol: (inside joke at multiplayer civvers expense). Isabella may have been human… she seemingly just emptied her cities letting Alex take them (trying to sabotage the natural order of things for the superior civs in a well-known human pattern), thus she cheats us out of the joy of venting our almighty wrath upon her.:(

We have learned the secrets of steel, and begin reloading for the dessert. We also study physics, because the icon has nice pictures of unleashing atomic powers, plus we’d like to get another GS. But alas, the Bomb is quick to punish our arrogance, allowing demonspawn to arrive there first. But the Bomb truly cares for the faithful, and provides numerous technology trades for this technology in consolation.

Operation Cannon Fodder begins in 1598AD, with the intent of completely annihilating Mali with Cav/cannons. Longbows and crossbows and pikes fall in great numbers. Even the few grens that Mali can build do not stand up to the attack. Things look good for a rapid conquest, when Mali invents rifles. We have enough cannons to finish one, two, three more peripheral cities, before signing a cease fire. TIDS thinks: I don’t need 450 gold for peace. I want the option to attack again as soon as my artillery are ready. Cease fire ONLY. And then he forgot and started counted 10 turns waiting patiently to be able to attack again. War is declared in 1670AD, fighting now with arty and rifles and cavs against all riflemen (not taking his gold meant he could upgrade everything in one turn). But numbers now are heavily in our favor, and artillery cannot be countered. Malinese empire eliminated 1688AD. Warning: your land area has exceeded the domination limits. WTH!!!! Oh no! population is at 44% and domination victory occurs at 48%, too! Why do I never pay attention to these kinds of things??? :blush: At least the Bomb has provided these warnings and I can be sure to keep population low enough until I can build ICBM’s.

Oh my children… the rest of this history is simply the fulfillment of a pre-ordained destiny. Beeline fission, start building that Wonder of Wonders… the World Project called Manhatten Project. “ Fun… in other lives I never would even consider building this one”, thinks TIDS.


Then beeline to Rocketry. Then 0% research to accumulate cash for buying ICBM’s (but foolishly bought a couple factories first before coming to my senses). Only two of the holy nine were built “organically”, the remainder rushed through Universal Sifferage. Technologies sold to the demon spawn for cash reduced their livespans by a couple turns as well. Time for the demonspawn to be sacrificed on the altar of The Bomb.

The demonspawn in Sparta have provided us with a great many benefits. They have earned the honor of being first.
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Russians… what are they good for? See answer below:
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We wouldn’t want the Chinese being jealous…. They get the Bronze:
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And crazy Monte… you want tribute? Here it comes:
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And the Little General gets even Littler:
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Alex… you don’t think I would forget your capitol, do you? This one ought to “put me over” the domination threshold (or rather put you all under…. 6 feet under, that is):
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Now to kill as many demonspawn as possible:
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And to clear Aparta for our invasion… that Stonehange thang… I’ve always wanted one . Time to take it.
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Might as well take Beijing, too. Why not?

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And the gates of heaven have been unlocked. The Incan people experience the Rapture of being favored by the Bomb. All others are judged unworthy and doomed to an eternal perdition. And so it was, in the Year of Our Bomb 1840. The world may be created by Jesusin, but it is ruled by The Bomb.

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Thanks Jesusin, I had lot of fun with this one, it was... a BLAST! (nine, blasts, technically). I did think that having the original continent sufficient size to claim domination was a bit of a disappointment. However, since I was not going for "fastest" or "highest scoring" anyhow, I shouldn't complain.
Thanks especially for no raging barbs.:goodjob:

Dr Strangelove... Riding off into the sunset...


The tech path and dates:
Spoiler :
Sailing(t169)>Priesthood(bulb-t170)>CoL(t180)>math(trade)+philo (bulb) (t181)>Monarchy+Archery+Masonry+IW (trade t182)>Lit(t188)>Monotheism(trade t203)>Civil Service(t206)>Metal Casting(trade t207)>Compass(t211)>Paper (bulb t212)>Currency (trade t 213)>Machinery(t217)>Optics(t225)>Feud+HBR+Constr (trade t241)>Edu(t244)>Music+Drama (trade t247)>Calander(trade t251)>Engr (trade alex t 254) > Liberalism(t257) free Astronomy> trade guilds (t258)>Nationalism>Gunpowder(t274)>banking(trade t283)>Mil Trad (t284)>PPr(t291)>Chem(t298)>Theology (trade t309)>Const+SciMeth (for peace t311)>Steel(t317)>Phys(t329) not first> RepParts+Econ trade (t330)>Rifling(t339)>Artillery(t356)>Corp+Divine Right trade(t357)>Democr(t372)>Steampwr(trade Alex t373)>Electr(t379)>Fission(t392)>Rocketry(t402)>RR(t414)>AssLine(t430)>Industrialism at 0% to game end.
 
I messed this one up. I've never won on Immortal, but that didn't really matter. I founded Cuzco 2N, took Washington immediately, and decided to risk it and rush the skirmishers, which was admittedly stupid since I've never rushed them before. 6 Q, 3 of them Com/Cov/CR1 against two skirmishers, and I lost them all without killing one. Anyway, I quit in the mid-to-late 2000's BC.
 
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