Everyone should play this GOTM! The main challenge is how to take advantage of such a nice start. DoM has given us about 60 turns worth of tech and about 40 turns worth of growth (2 Settlers and 3 whales), so the EC and EL players can aim to finish about 40 turns early. Since I usually aim for 500AD, I decided to aim for 500BC this time. I might have made it, but had 14 respawns. Anyway, I am happy with my first BC finish.
Pre-game plans:
1) Expect more tech than usual (eg navigation).
2) Expect weaker AI, so attack earlier, with less.
3) Pop huts with explorers, an idea of Mangor, explained by Grigor.
4) Use the anti-respawn plan from my ECG.
I black-clicked a little and saw mixed land/ocean. So, I expected to use triremes along coasts and delay L.H (maybe a bad idea). Of course, we ECers need MPE for respawns, but it's not urgent. I don't expect much gold or tech from the AI this game. I considered Pyr's, but later decided no. Will skip ST, per plan 2) and skip HG (King level). Will want a few barracks without ST, but can probably attack even with non-vets.
How it worked:
1) I tech-bombed myself so much from huts/tribute that my science stalled out just before navigation, but I eventually got it from a hut, about the time I built LH. I probably should have just built LH earlier.
2,3,4) These worked well. But 14 respawns overloaded my ECG plan a bit.
Log:
4000BC: Babylon
3900: Ur
3850: Monarchy
3450: Have hr/mm/pot/seaf, Bab makes its 1st S.
* Have delayed making units to get 1st 4 cities (b/c King level)
3300: Oops! Egyptians in my backyard! Peace! Get wri/mas/map.
3150: Ninevah(3)
3100: hut = chariot
3000: Achur(4)
2950: seaf -> mys
2850: hut 50g, 1st explorer
2700: Ur will rush barracks.
2550: mys -> poly, hut=nomads, hut=lit.
2450: Ellipi(5), Akkad(6)
2200: hut 100g, poly -> phil.
2100: Meet Romans: get 50g, map, Rep.
* expect 9 cities soon, w 1-2 ellies, a south road, a canal city. I want to play like it's 1000BC and start wonders/flotillas soon.
2050: Uruk(7), hut 50g
1950: Egypt down and I get Thebes(8), Eridu (9), hut = banking (= bomb)
1900: My southern explorer meets an Az.Settler, which declares war. I takes me a while to realize this is a respawn, and I have accidentally found "the zone".
1800+: huts 50g + math + 25g
1650: Samorra(10)
1550: phil -> astro -> mono (Arggh... nav was not in the 2/3)
* I decide to strike asap w 2 vet els per civ. I want to raze the Az's to clear the zone, but they are hard to reach. I need LH/nav.
1400: MPE gets all maps and some gold, some more bomb-tech.
* Minor errors = I see that Vik/Mongs are farthest and plan to get there via canal cities moving S-West from home. But LH + a S.East path (which I did later) would have been better. I didn't expect much delay getting past the Romans to Chinese and ignored the Carth spread.
* Next = canal city, a risky trireme-chain to Carths, Az's down...
1350+: huts = bombs + 250g
950: mono -> nav but it will take 20turns, I started LH at about this time.
1st barbs from huts.. haven't seen that many this game.
825: hut = nav.n!!
800: Aztecs respawn nearby as Spain, hut 100g,
* Plans going well: expect Chi will be last in about 12t.
750: Carth sneak razes my outpost (2sq away). Luckily, I have a nomad from a hut, and can outpost again. Barbs confuse the scene. Zariq outpost founded near Vikings.
700: Romans become Russians in a second kill zone to the north - I haven't cleared the Spanish from the first zone yet, but couldn't delay the Romans because they are blocking me from the Chinese. So, I rush units by sea to the second zone. I can see the end, except that China and the 2nd Carth city aren't clear yet. But China becomes fairly easy as a swarm of crusaders soon comes online.
650: Spain/Vik both respawn. Over the next 350 years, there are nine more respawns, all into the same 2 killing zones. I am ready, but can't chase/kill them all quickly even with 3 units per zone.
600: China/Carth still seem 6-8t away, but the attacks go well.
550: Izibia outpost near 2nd Carth city makes the end much clearer. Carth capitol goes down next turn (to units rushed from the nomad-outpost).
500: Mongols down (sea-raid the capitol and ship-chain a dip to 2nd city).
475: China down to a crusader swarm.
450: Carth 2nd city down to rushed/shipped units. The rest is respawn madness.
300BC: 14th respawn down in 1st kill zone. Have 87 units, 8 losses, 700g.
Lessons:
* Use early seaf/LH, not roads, long sea-routes or caravels.
* More muscle into re-spawn zones.
* Early planning pays. Explorers too.
* Don't panic as your target date slips away.
* Build outposts, but 4-5 squares away.
Pre-game plans:
1) Expect more tech than usual (eg navigation).
2) Expect weaker AI, so attack earlier, with less.
3) Pop huts with explorers, an idea of Mangor, explained by Grigor.
4) Use the anti-respawn plan from my ECG.
I black-clicked a little and saw mixed land/ocean. So, I expected to use triremes along coasts and delay L.H (maybe a bad idea). Of course, we ECers need MPE for respawns, but it's not urgent. I don't expect much gold or tech from the AI this game. I considered Pyr's, but later decided no. Will skip ST, per plan 2) and skip HG (King level). Will want a few barracks without ST, but can probably attack even with non-vets.
How it worked:
1) I tech-bombed myself so much from huts/tribute that my science stalled out just before navigation, but I eventually got it from a hut, about the time I built LH. I probably should have just built LH earlier.
2,3,4) These worked well. But 14 respawns overloaded my ECG plan a bit.
Log:
4000BC: Babylon
3900: Ur
3850: Monarchy
3450: Have hr/mm/pot/seaf, Bab makes its 1st S.
* Have delayed making units to get 1st 4 cities (b/c King level)
3300: Oops! Egyptians in my backyard! Peace! Get wri/mas/map.
3150: Ninevah(3)
3100: hut = chariot
3000: Achur(4)
2950: seaf -> mys
2850: hut 50g, 1st explorer
2700: Ur will rush barracks.
2550: mys -> poly, hut=nomads, hut=lit.
2450: Ellipi(5), Akkad(6)
2200: hut 100g, poly -> phil.
2100: Meet Romans: get 50g, map, Rep.
* expect 9 cities soon, w 1-2 ellies, a south road, a canal city. I want to play like it's 1000BC and start wonders/flotillas soon.
2050: Uruk(7), hut 50g
1950: Egypt down and I get Thebes(8), Eridu (9), hut = banking (= bomb)
1900: My southern explorer meets an Az.Settler, which declares war. I takes me a while to realize this is a respawn, and I have accidentally found "the zone".
1800+: huts 50g + math + 25g
1650: Samorra(10)
1550: phil -> astro -> mono (Arggh... nav was not in the 2/3)
* I decide to strike asap w 2 vet els per civ. I want to raze the Az's to clear the zone, but they are hard to reach. I need LH/nav.
1400: MPE gets all maps and some gold, some more bomb-tech.
* Minor errors = I see that Vik/Mongs are farthest and plan to get there via canal cities moving S-West from home. But LH + a S.East path (which I did later) would have been better. I didn't expect much delay getting past the Romans to Chinese and ignored the Carth spread.
* Next = canal city, a risky trireme-chain to Carths, Az's down...
1350+: huts = bombs + 250g
950: mono -> nav but it will take 20turns, I started LH at about this time.
1st barbs from huts.. haven't seen that many this game.
825: hut = nav.n!!
800: Aztecs respawn nearby as Spain, hut 100g,
* Plans going well: expect Chi will be last in about 12t.
750: Carth sneak razes my outpost (2sq away). Luckily, I have a nomad from a hut, and can outpost again. Barbs confuse the scene. Zariq outpost founded near Vikings.
700: Romans become Russians in a second kill zone to the north - I haven't cleared the Spanish from the first zone yet, but couldn't delay the Romans because they are blocking me from the Chinese. So, I rush units by sea to the second zone. I can see the end, except that China and the 2nd Carth city aren't clear yet. But China becomes fairly easy as a swarm of crusaders soon comes online.
650: Spain/Vik both respawn. Over the next 350 years, there are nine more respawns, all into the same 2 killing zones. I am ready, but can't chase/kill them all quickly even with 3 units per zone.
600: China/Carth still seem 6-8t away, but the attacks go well.
550: Izibia outpost near 2nd Carth city makes the end much clearer. Carth capitol goes down next turn (to units rushed from the nomad-outpost).
500: Mongols down (sea-raid the capitol and ship-chain a dip to 2nd city).
475: China down to a crusader swarm.
450: Carth 2nd city down to rushed/shipped units. The rest is respawn madness.
300BC: 14th respawn down in 1st kill zone. Have 87 units, 8 losses, 700g.
Lessons:
* Use early seaf/LH, not roads, long sea-routes or caravels.
* More muscle into re-spawn zones.
* Early planning pays. Explorers too.
* Don't panic as your target date slips away.
* Build outposts, but 4-5 squares away.