GOTM 70 Spoiler

@ Peaster: Yes, I made it, although I made some minor and mayor mistakes. Thanks for your comments a little while ago. I learned a lot about conquest games, but I think in OCC some things are different, like the tech race. In the end I was very happy not to have given techs to the AI as some of them researched techs every 2 turns (which would have slowed down a bit, of course), and one researched Adv. Flight. And my feeling is, that in OCC you need to be far ahead with techs, as in the end you need ahead at least 30 turns when the AI starts the first parts of a spaceship.

1951 to 1991:

+ 1951 Space Flight -> Plastics
+ 1952 Apollo build
Plastics -> Superconductor
+ 1953 From now on every turn 1 Structural, building for the Basic Spaceship
+ 1955 Superconductor -> Fusion Power
+ 1956 Fusion Power -> Amph. Warfare
+ 1959 Ampf. Warfare -> Mobile Warfare
+ 1963 Mobile Warfare -> Robotics
+ 1968 Robotics -> Recycling
+ 1973 Recycling -> Environmentalism
+ 1975 last Component for Spaceship build, Rest Gold: 7653
+ 1976 start Spaceship
+ 1977 Manufacturing plant build -> SETI
+ 1978 SETI buiold -> Solarplant
Environmentalism -> Future Tech
+ 1979 Solar Plant build
+ 1982 Sneaked from D, so the peace points are gone :-(
+ 1983 Future Tech -> Genetic Eng.
+ 1987 Manhattan Project -> Cure for Cancer
Genetic Eng -> Future tech
+ 1988 Cure for Cancer build
+ 1991 Spaceship lands on Alpha Cent.

Status at 1990:
Population: 3.51M; Cities: 1; Trade routes: 0D3F; Government: Democracyc
Cost per turn: 50; Total advances: 77; Production: 77MT; 0 polluted tiles
Wonders: Colossus, MPE, Shakespeares, Cop. Obs., Newtons, Magellan, Leo, Darwin, Hoover, Manhattan, UN, Apollo, SETI, Cure f Cancer
Units: 1 Marine, 1 Rifle (still the original Warrior :-) ), 1 Spy, 1 Transport..
Batruscans: Republic, Hostile, 1210 gold, 46 advances, 26 cities, allied with Eldrakans, war with Forentians
Charuvians: Republic, Hostile, 1811 gold, 50 advances, 5 cities, War with Forentians, Great Wall, GL,
Dorbians: Republic, Hostile, 7859 gold, 64 advances (including Flight!), 27 cities, War with me, HG, KRC, SoL, Eiffel, Women’s Suffrage
Eldrakans: Republic, Hostile, 2115 gold, 59 advances, 12 cities, allied with Batruscans, War with Forentians, Pyramids, Mikes, Smiths,
Forentians: Fundy, Hostile, 3157 gold, 65 advances, 44 cities , War with Batruscans, Charuvians, Eldrakans, Gualathans, Lighthouse, Sun Tzu
Gualathans: Republic, Hostile, 7345 gold, 56 advances, 19 cities, Oracle
 
Lack of time has made me keep a log only until 1400 AD. Sorry about that. Since we started so late and so far away, and the fact that I wasn't able to built the Lighthouse made me go for a space ship victory. Here is my log:

- 2000 - Berlin built on spot;
- 1950 - -> Code of laws;
- 1650 - Leipzig built;
- 1550 - Code of laws -> Monarchy;
- 1200 - Monarchy -> Map making;
- 1050 - Monarchy established - tax - 30, science - 70;
- 950 - Hamburg - built;
- 850 - Map making -> Currency;
- 700 - Currency -> Trade;
- 550 - Konigsberg - built;
- 450 - Trade -> Writing;
- 200 - Frankfurt - built - my science city - on the western island with acces to 3 whale and wine;
- 175 - Writing -> Mysticism, Munich built;
- 100 - Heidelburg built;
- 50 - Nurenberg built;
Status at AD1 : 8 cities, 9 techs, 232 gold, dicoveries every 9 turns, 240.000 people, GNP - 19 MIL.$, MFG - 25 Mtons, no contact, E - Pyramids.
20 - Mysticism -> Literacy;
120 - Cologne - built;
160 - Literacy -> Philosophy, MPE built in Berlin
B - war (refused tribute);
C - war (refused tribute);
D - war (refused tribute);
E - Trade for peace, Masonry for Monarchy, The republic for Mysticism;
F- The republic for peace, Polytheism for Mysticism, The wheel for Monarchy, Horseback riding for Masonry, maps;
G - Map making for peace, The wheel for Warior code, gift The republic, maps.
240 - Hannover - built;
320 - Alliance with E against F, map exchange;
420 - Stuttgart - built;
440 - Philosophy -> Monotheism -> Mathematics, Bonn - built
500 - Salzburg - built;
600 - Dortmund - built, Pharsalos captured;
680 - Mathematics ->Astronomy;
820 - Branderburg - built;
880 - Astronomy -> Medicine;
920 - Delphi captured;
1000 - C peace - The republic and Philosophy gifted -> maps;
Status at 1000 AD - 18 cities, 21 techs, 785 gold, discoveries every 11 turns, 1.200.000 people, GNP - 50 MIL.$, MFG - 68 Mtons, war with B,D,F; peace with C,G; allied with E; B - Lighthouse, D - Hanging Gardens, Oracle, E - Pyramids, Great Wall, F - Collosus, me - MPE;
1010 - Argos - razed;
1020 - Construction and University for Astronomy and The wheel with E;
1030 - B - peace , Construction + Warrior code gifted -> maps;
1050 - Barbarian Corinth incited revolt;
1080 - Medicine -> Theory of gravity;
1090 - Sparta captured with Collosus;
1110 - Michelangelo's chapel in Berlin;
1170 - Naples - built;
1180 - Copernicus's observatory in Frankfurt, Issus - built;
1190 - Theory of gravity -> Engeneering, Iron Working for Construction with G;
1230 - Athens captured;
1240 - Shakespeare's theatre in Frankfurt, Thermopylae incited revolt;
1260 - Knossos captured, Banking for Iron working with E, map exchange;
1270 - Cunaxa built;
1280 - Engeneering -> Invention, Mycenae incited revolt;
1290 - Cremona built;
1320 - Capua built;
1330 - Economics for Engeneering with E;
1370 - Invention -> Democraty;
1380 - Allied with G against B for 250 gold and Feudalism.

That's it. In the end my SS landed safely around 1900 and I eliminated B and almost eliminated F.
 
1850 found OCC at 4 special site, 2nd settler irrigates city, work whal
CoL
1500 PH built
1300 fully explored island
1150 Col->Mon, PH built start Collossus, Irrigation finished
1000 settler starts road then irrigated shielded grass
975 size 2 put worker on second whale
825 irrigation finished move to jungle to irr that
775 Mon->Cur will revolt in -750
750 Revolt (yes, i remembered for a change)
725 Monarcht Tax 30% sci 70% every 9 turns my goodness
700 put worker on fruit for 1 turn to get growth next turn
Eldrakens undertaken pyramids
675 workers back on whales
650 Size 3, put worker on shielded grass
525 BARBARIANS at least 2 chariots and a 3rd unit unknown me not scared were a OCC,
Cur->Trade
500 its 2 chariots and a leader, the epic history lists us as #3 in science, very surprising
475 BARBARIANS 3 archers land in SW region of city radius still not scared
450 corrections that was 2 archers and a leader, Dorbians start HG
425 two Barb archers die attacking Ph in city, irrigation finished no shield
dissapointing, build road
400 Size 4 put worker on fruit
375 mine non-shielded grass
325 BARBARIANS 2 horse & unkown land far west of island
300 BARB Chariot dies attacking city, Barbs occupying fruit so am working roaded grass
275 Trade->Wri
225 BARBS move from fruit, so worker back on fruit
200 BARB horse dies attacking city
150 Size 5 worker to roaded grass (correction the new forest) which means Collossus will be built next turn
125 last of the BARB dies now to see if we can roundup any leaders? build Collussus start Temple, Have to switch fruit to elvis so garrison ph can chase the leaders, we have top city but last in population
Charuvians start Lighthouse
75? Dorbians nearly completed HG, start road on grass and a Barbarian triememe comes in from the east
75? Dorbians complete HG and switch to Lighthouse
50 Barbs land 2 archers plus unknown
25 capture BARB leaders for 150g, barb archer sitting on shielded grass, put worker on forest, irrigate roaded grass
1ad Writing->Mys, Barb Leader moves adj to OCC so capture easily, continu working Forest so temple will be built next turn
20 With temple we can work 3 specials, shielded grass + forest, start on vans we have 421g to buy them with
40 Eldrakin builds PYR and switched to GW, rush van to be built in 2 turns, put worker on unshielded grass from forest
60 Eldrakin switches from GW to MP very bad that what I want
80 first Van built put worker on forest, irrigation of unshielded grass complete move to hill
100 which we mine, worker back to grass
120 we are 7th on most powerful list
140 Forentians start Lighthouse, 2nd Van built we leave worker on grass to fill food box this turn
160 Eldrakan have nearly completed MP Im not even close to being done
180 Eldraken build MP, we grow to size 6, so am working the 3 specials, shielded grass, bare grass and forest, rush van so will be built in 2 turns
200 Mystisicm->Literacy by my calculation OCC can support 8 citizens with no unhappiness, and a BARB trimeme makes a appearance from the south and Ive just noticed the Barbs have pillaged my shielded grass, so Ive been short 1 food for 200 years
220 BARB 3 archers land, no leader shucks
240 all 3 BARB archers die attacking OCC, rush van so will be built in 2 turns
260 Dorbians nearly completed lighthouse
280 Dorbians complete Lighthouse, switch to Oracle, Charuvians switch to GW 4th VAN built begin Marketplace, mine of hill complete, switch worker from shielded grass to hill giving 10 prod
360 road built on hill
400 BARB trimeme arrives from South, settler retreats was going to irrigate shielded grass
420 again 3 BARB archers no leader, they disrupt prod
440 Dorbians nearly completed Oracle, Charuvians nearly completed GW, 1 BARB has fortified on the shielded grass most annoying I have no way to dislodge him, may have to build a dip
460 Lit->Phi realise dont have a libray so build that
500 Finally get settler to shielded grass think will mine it to Silk, buy library
520 size 7 Lib>dip
580 dip>van
660 stich workers from forest & mine to sea to get extra science for a turn while van will be built
680 phil(golden age>Map>Rep van->tri
740 worker switch from for&min to sea for extra science as tri being built
760 tri sets of with spice & salt
780 BARB tri arrives from south
800 Chaurivians start GL, 3 BARB archer land west of OCC bribe tri for 82g Dip & salt load into tri
820 BARC archers die in assault of OC
880 produce nil caravan
900 Rep>Med settler start draining swamp after having roaded and irrigated nonshielded grass
920 give 50g in tribute to Charuvian
940 For start STW
960 Charuviuan expel our dip, put one worker on Elvis as going to grow to 8 take workers off forest and mine
980 screwed it up went civil disorder at size 8
 
1020 3rd most advanced, we are pathetic
1140 Med>Mas we find Zimbabwe Salt for 202g rush a van
1160 van>van
1180 Florateins twice have nearly completed STW, irrigation complete no shield on grass, we dont do 2 trade vans as we are red for a new sci adv, rush a van
1200 MAS>Con Spice 203g to Zim and Beads 204g we are again RED
1220 Charivains nearly complete GL Con>Mat rush build van
1240 Charuvians build GL
1260 rush 6th food van so we can build Shak Theatres in 2 turns pay 100g in tribute to Charuvians(hate MGE Gold for OCC)
1300 Shakes Theatre, sell temple
1320 est embassy with Charuvians, slik to Zim 224g are RED so hold off on second caravan
1340 mat>Ast spice to Zim 250g rush a van
1360 irrigate jungle
1380 rush a van, hold back a van at Zim as we are RED
1400 Ast-Uni
1420 rush a van hides 266g to Zim
1460 rush a van
1500 Uni>ToG rush a van
1510 BARB tri comes in and destroys an empty tri
1520 buy Aqu
1530 3 BARB cru die attacking OCC , 295 salt to gome, Revolution
1540 Republic, buy university, only problem with Rep is our prod is only nine tax rate 10/70/20
1550 WLTC day
1560 BARB land 2 knights on my island and 1 knight & leader on island NE, rush a van to build in 2 turns
1570 WLTC cancelled , wasnt paying attention change tax to 10/60/30 to celebrate again, irrigation finished is shielded grass
1590 War with Charuvians I wouldnt give 150g I was willing to give tech , 256 for silver to Swazi
1610 Size 12, IRB Van end of celebrating so set tax 20% sci 80% disc every 6 turns sci output 100 beakers, put workers on 2 ocean sq instead of mine & forest for 1 turn
1620 Cop built , take worker off Fruit and put on ocean produce 204 beakers sci every 3 turns, much better
1640 HB->Wheel IRB Van
1660 IRB Van
1680 Whe->Eng IRB Van
1700 IRB van
1720 Eng->San IRB Van
1730 hmm finally built a rd on the fruit, didnt realise you get a trade arrow for it
1740 IRB Van
1750 Hopeless on teh most powerful list
1752 San->Che IRB 7th of Vans needed for Sir Issac
1756 IRB 8th Van
1758 take worker off mine&forest while vans build sir Issac
1760 Che->Inv Sir Issac Built 306 science
1762 BARB tri appears directly SE of OCC , buy to 100 prod of Sewer (PIRB?)
1764 2 Barb Die other disrupts production landing on forest
1766 last Barb dies INV->Dem take prod off mine & forest for 1 turn, set tax 20% sci 60% (3 turns) lux 20% in anticipation of celebrating
1768 Sewer built start celebrating have to move lux to 30% to celebrate not that we are working mine/forest
1770 IRB Van
1772 Dem->War
1774 IRB Van
1778 size 16 no food surplus until he get a harbour, so stop celebrating tax 20 % sci 80% 426 beakers every 2 turns, IRB Van
1780 War->Pot change plans to get seafaring before explosives
1782 IRB Van
1786 Pot->Sea Charuvians just developed Nav, IRB Van
1790 IRB Van
1792 Sea->Iro put production to Harbour
1794 Buy Harbour , Make peace with Chariuvians, but there to busy building Mag to trade with me! 380 gold from Salt Van-Ngome
1796 Charuvians switch to Monarchy Iro->Gun, Gold Van 206g - Intombe
1798 IRB Van Set tax to 20/50/30 to happy up
1802 Charviuns nearly complete Mag IRB Van
1804 Char build Mag and switch to Leo, Gun->Exp IRB Van
1806 IRB Van
1808 7 vans & 200 gp to build leo's workshop as Chauvarians have nearly completed!
1810 build Leo Charuvians switch to Adam (they just learned economics) population 21 max for Rep (I think) Revolution
1812 Democracy, IRB set, tax rate 10/60/30 to happy again
1814 Exp->Bri, engineer start transforming mountain, get a wack of tech from Charvians, including Nav Bri & Economics cost extra 100g and a tech to get them neutral
1816 start on Physics, set tax to 20/80/0 as have WLTP to pop 21 max for food with an engineer IRB Van but were down 154 g, 516 beakers being produced, Charuvians hostile already
1820 IRB Van
1822 Phy->Steam Eng
1824 IRB Dip, were taking a big risk, gonna send a caraval 2 vans and a dip to North Amer blind
1826 Charuvians changed to Dem maybe we can even talk to them, No War
1828 IRB Van
1830 Charuvians build KRC, Steam Engine->Railroad
1832 IRB Van
1836 IRB Van down to 29g
1838 Rail->Mag
1846 Charuvians build SOL, Mag->Ind IRB Van 4g left
1850 196g for Salt to Bilbao, 196g for Spice, IRB Van, extra prod from railroad take worker of mountain and make a scientest 534 beakers
1852 Ind->Corp IRB Van
1854 IRB Van, put sci 100% 654 beakers every 4 turns
1855 Tac50% SCi 50% we didnt get the tech, so building Factory instead of Dar Voy, Railroad on Mine and forst pollution triangle appears
1856 Charuvians switch prod to Darwins Voyage, PIRB Factory were just short of money to buy it yet
1857 Corp->Ref , Buy factory switch scientist to bankers beakers down to 300
1858 Vans build Dar Voy, tax to 100%
1859 Ref->Comb->Met and we now have 26 surplus prod, tax rate set to 100% to get every 4 turns, 636 beakers
1863 Met->Ele, first pollution
1867 Ele->Refrigeration
1868 Charuvians build Wom Suff and build Effiel
1869 Some green Ironclads have been roaming my seas so start building destroyer 560g for a silver delivery to Umfolozi, 244g for wine to Intombe Chaurvians go FUN
1870 Refr->Steel , IRB Dest, 254 for wine to Umfolozi sink Charuvian frigate, PIRB Refinary
1874 Steel->Automobile, Build REfin start Supermarket
1875 IRB Supermarket Barbarian Frigate approaching
1876 BARB Crusaders land 1 dies in assault of OCC other 4 sit on fortess pillage fort & Irrigation, musket bravely attacks killing all 4 destroyer takes out frigate
1879 disaster Ive discovered Auto before Consrip will be stuck with muskets
1882 start Superhighway
1883 another Barb Frigate is visable I destory it leaving transport unescorted, PIRB Superhighway, made peace with Charubians had to declare war on Dorbians give a tech but did trade for 2 techs, leaving a tasty unescorted transport with 4 freight besign an ironclad as our tech colour is red
1884 Elec->Cons 615g for Silver-Umfolozi and again 615g for silver and again 615g and the 4th 615g for silver
1885 Con->Mass Pr beaker production with Superhighway is 822 but still every 4 turns
1889 Chauvians build Mich Chap, disappointed our surplus production is 48 disband a musk to make 49
1890 Mass->Leadership disband another musket to make prod 50
1893 ouch the Charuvians have a Battleship
1894 we have 3 silver & a spice for delivery will wait a turn as colour is red
1895 Leader->Tactics 937g for silver to Umfolozi 3 times
1896 Tactics->Machine Tools spice to Holbane 1448g
1899 Mach->Min
1901 grew to size 22 sometime in 1890s Chaur build UN
1904 Min->Com start offshore plat Thats wierd suddenly have contact with all 6 AIs Allied with Charuvians sometime but cant remember when
1905 IRB Off Plat
1906 give 500g and 2 techs for peace and maps from Charvians, 1638 for spice to Bapedi which made us red so wait till next turn to send rest
1907 Com->Flight start Research Lab 543g for wine to Zimbabwe, 1394g Spice ->Ibabango plus 465g for Spice to same
1908 IRB Research Lab
1909 Flight->Radio start Mass Transit, prod 832 beakers every 5 turns
1910 Eldrakan builds JSB, IRB Mass Transit
1914 Radio->Adv Fl
1917 864g for spice to Ulindi, save other 3 for next turn as are red
1920 Roc->Sp Fl
1925 SpFl->Plastics use 11 Freight to build Apollo
1926 I wouldnt give Charuvians Adv Fli so they broke our alliance unfortunate the transport with 3 freight on it got sent to OCC, 582g for Spice- Rhodes
1930 Plastic->Atomic Theory
1918 Adv Fl->Rock, 852g Spice - Ulindi x 3 freight!
1930 problem our production is 70 I dont want to turn grass to forest as I will lose engineer
1931 88g fr Spice-Ulindi 3 times
1932 Atomic->Mob War going for RObotics to get to 80 prod, Charuvians sneak attack my empty transport with a Battleship talk about overkill, build a trans
1934 Make peace with Charuvians in exchange for a Dec of war on Dorbians trade to get Mob War for Adv Flight
1935 start Robotics
1937 Robotic->Nuc Fis
1938 start Man Plant, a darn Charuvian Sub is circling my transport, 900g Spice to Ulindix2 third came up a movement pt short
1939 IRB Man Plant
1940 Nuc Fission->Nuc Power. now have 89 surplus prod 876 g spice-Ulindi
1942 get war with Charuvians not sure i wanted it , was mostly trying to get them out of Democracy
1944 Batruscans& Charuvians sign Secret Alliance against us Nuc Power->Laser
1945 Charuvians build Hoover Dam
1946 Charuvians sink destroyer transport & 3 trade unit ne of Philphines Science at 960 beakers 100% every 5 turns
1949 Laser->Superconducter
1950 Charuvians switch to Fun good that should keep their science low, As i Expected Were #1 in tech and Charuvians are #2
1951 complete 15th structural
1953 I just saw a BARB Armour in Scotland amazing
1955 Super Cond->Fusion Power
1960 Fus->Recycling
1961 complete 2x3 components, IRB Module for about 1200g
1962 IRB Module
1963 IRB Module
1964 Launch ASS Abubu lands 1979, will now turn forest back to grass and irrigate hills
1965 Env->Future tech1 armour built Battleship started
1966 Batruscans & Dorbians sign secret alliance against us, Talk to Dorbians they switch to Fun
1967 start crise missle
1968 start 2nd Cruise, cuise missle sinks a sub and another
1969 start cruise m
1970 FT1->FT2 start Armour
1971 start SDI for no real reason, cruise missle takes out Char Helicopter
1972 IRB SDI
1973 start cru mis Talk Doribains they switch from Rep-Fun
1974 cruise mis takes out Charvians on West coast of New Guine
1975 Charuvians get Space flight and immediately build 5 structurals
1976 Charuvians build 27! more structurals for a total of 32,plus Seti taht was fast good thing they dont have the tech to build components and modules, but would be too late disband cruise missle and buy Manhattan Proj
1978 IRB Nuclear Missle Charuvians build 6 components and some structural
1979 Landed
 
Size 2 975bc
size 3 650bc
size 4 400bc
size 5 150bc
size 7 520ad
size 12 1610
size 16 1778
size 18 1804
size 21 1816
eventully got to 22
 
Do people need a couple extra days to finish their games?

So far we only games submitted for:
Peaster
Merlin_Pilgrim
LordValuna

If anyone could use a couple extra days then just submit the saves you have with a note that you are still working on the game. Then submit you final save when you are done.
 
That's it. In the end my SS landed safely around 1900 and I eliminated B and almost eliminated F.
Amazing result despite the fact that you lost Colossus to Greeks. I built Colossus first, even before Marco, exactly for that reason. Too many rivals started on wonders early. Overall, the rivals in this game were very competetive on wonders. I ended up losing Newton, of all wonders, to Spanish. Mine would have been ready a turn later. This happened without a warning. I even went back to auto saves to double check and indeed there was no warning that they are almost done.
 
Do people need a couple extra days to finish their games?

So far we only games submitted for:
Peaster
Merlin_Pilgrim
LordValuna

If anyone could use a couple extra days then just submit the saves you have with a note that you are still working on the game. Then submit you final save when you are done.

Definitely. I'm still working on mine.
 
425 ... irrigation finished no shield dissapointing, build road
375 mine non-shielded grass
Map analysis would allow you to know which ones are shielded and which are not apriori. In fact, the pattern for shielded grass is so simple that even without map analysis you can typically figure it out if enough grass is visible.
1180 ... we dont do 2 trade vans as we are red for a new sci adv, rush a van
1200 MAS>Con Spice 203g to Zim and Beads 204g we are again RED
1320 est embassy with Charuvians, slik to Zim 224g are RED so hold off on second caravan
You keep referring to this state of being red in your log. I have never heard that before. Could you please elaborate?
1730 hmm finally built a rd on the fruit, didnt realise you get a trade arrow for it
Any tile producing arrows will produce one more when roaded. This includes trade specials and river tiles. For example, road on a hill typically produces no arrows but if there is a river on the hill then adding a road adds another arrow to the one generated by the river.
1810 build Leo Charuvians switch to Adam (they just learned economics)
Leo is not very useful in an OCC game, you are better off saving the vans to help in the space race.
1830 Charuvians build KRC, Steam Engine->Railroad
You skipped King Richard in favor of Leo? :confused:
1907 Com->Flight
1930 Plastic->Atomic Theory
1932 Atomic->Mob War
1937 Robotic->Nuc Fis
1940 Nuc Fission->Nuc Power.
1944 Nuc Power->Laser
You should try to get all these techs before flight in OCC. One reason is the expiration of Colosssus. The other is that once you get to space flight the race against time is intense because the AI can build a space ship so much more quickly. In your game, the Zulu could have beaten you given a dozen more turns.
 
+1510 King Richard built in science city just because it is the largest city. First pollution happens.
+1520 T3L3S4.
+1540 Chinese (5) -> 50g.
+1560 Navigation -> Physics. First university built in science city. Australia NW founded. T4L2S4. Chinese (6) -> 100g
+1570 Tasmania and New Zealand N founded.
+1590 Navigation -> Chinese (5) -> Banking, 50g.
+1600 Auckland founded. Navigation, Construction -> Greek (3).
+1610 Physics -> Magnetism. Coal to Greek Sparta for 205. Physics -> Greek (3) -> Chivalry.
+1630 Gems, Beads to Greek Knossos for 138, 200. Silk to Greek Athens for 336.
+1640 Magnetism -> Invention. Okinawa founded. T3L3S4
+1650 Magellan and Shakespeare built. Frigate sinks Russian trireme and 2 units aboard.
+1660 Spanish develop Theory of Gravity and start Newton! Chinese (5) -> 50g
+1680 australia W and Mariana founded. My Crusader found Zulu Intombe. They offered peace. I accepted knowing that Senate would otherwise. Navigation -> Spanish (6) -> Theory of Gravity, alliance, 50g.
+1690 Power jumped to Mighty. Caledonia and Samoa founded. Navigation -> Mongol (2)
+1700 Invention -> Steam Engine. Domestic offshore Silk for 150. Beads to Mongol Karakorum for 364.
+1710 Domestic offshore Spice for 93. Silk to Greek Sparta for 216.
+1720 Steam Engine -> Democracy.
+1730 Adelaide founded. Copper to Greek Athens for 188.
+1750 Spanish build Newton a turn before mine would have been ready without warning. Australia SW founded. Beads to Mongol Khorasan for 332.

Status at +1750
Population: 5.07M; Cities: 32; Trade routes: 10D13F; Government: Republic
Cost per turn: 44; Total advances: 39; Production: 154MT; 1 polluted tiles
Wonders: Colossus, Marco, Michelangelo, Copernicus, King Richard, Magellan, Shakespeare
Units: 12 Settlers, 2 Warriors, 10 Phalanx, 1 Legion, 5 Crusaders, 2 Knights, 5 Triremes, 3 Frigate, 1 Ironclad, 4 Diplomat, 12 Caravans.
Russian: 13 cities, 18 techs; War with me and Spanish
Zulu: 11 cities, 18 techs; War with me and Chinese; Lighthouse
Spanish: 24 cities, 22 techs; War with Russians, Chinese, and Greeks, allied with me; Hanging Gardens, Newton
Chinese: 11 cities, 32 techs; War with Zulu and Spanish, allied with me; Pyramids, Great Library
Greeks: 12 cities, 27 techs; War with Spanish; Oracle, Sun Tzu
Mongols: 15 cities, 27 techs; Allied with me; Great Wall
 
+1752 Leo built. Democracy -> Gunpowder. Domestic offshore Hides for 60.
+1754 Statue of Liberty built. Revolution started. T2L6S2. Zulu catapult and elephant killed.
+1756 Zulu lose 1 unit in their counter attack and also kill one of my crusaders. Fundamentalism established. T2L8S0
+1758 Zulu elephant kills my wounded vet knight in fort. 3 Zulu units killed. Domestic offshore Silk to science city for 126. T6L4S0.
+1760 Domestic offshore Wine from science city for 190.
+1764 Ironclad kills Zulu warrior. HoChiMin founded. Silk to Mongol Bokhara for 240.
+1766 Barbarian Frigate sinks mine. Ironclad sinks barbarian frigate. Attack on Zimbabwe starts: Ironclad is killed in attack on Phalanx. 3 Crusaders, 2 Knights, and a Frigate each kill a unit and the Frigate turns vet. Domestic offshore Copper for 88. Silk to Mongol Khanbalyk for 180.
+1768 Crusader kills Zulu phalanx defending Zimbabwe which is then captured for 10g. Zulu elephant killed. Fiji founded. Physics -> Spanish (5) -> good will. Beads to Spanish Barcelona for 108.
+1770 Zulu elephant killed in attack on my vet Knight. Second elephant kills the knight. 2 Zulu elephants and one settler killed. Domestic offshore Dye for 22. Silk to Spanish Gadiz for 180.
+1772 Steam Engine, Democracy, Warrior Code -> Chinese. They dissolved alliance over my request for a gift. My power has been supreme for a while. Time to get rid of alliances. Spanish and Mongols cancelled alliances over my refusal to give them techs.
+1774 Accepted Chinese offer of 150g to ally with them against the Spanish. They gave me Feudalism without my consent. Zulu Ngome bought for 360. Got 14g, barracks, library, and 3 units. Kyoto founded.
+1776 Russian elephant kills my caravan and is killed in attack on my Phalanx. Spice to Zulu Ulundi for 150. Zulu Intombe bought for 413. Got 15g, barracks, library, and 2 units. Zulu Umfolozi razed for 1g. Barracks sold.
+1778 Gunpowder -> Explosives. Crusaders kill 2 Zulu defenders and capture Tugela for 7g, barracks, and library. Russian elephant killed. Crusaders kill 2 Zulu defenders and capture Bapedi for 8g and aqueduct.
+1780 Zulu kill my crusader. Domestic offshore Dye for 80. Vet Crusader dies in attack on Russian pikemen. Ironclad and Crusader kill that and a Russian archer to capture Sevastopol for 73 and City walls! Ironclad kills Russian legion and turns vet. Knight and Musketeer killed in attack on Zulu phalanx in fort. Frigate sinks barbarian frigate. Ironclad kills Russian elephant.
+1782 Greeks bribe away my musketeer! Vet Ironclad kills 3 defenders of Sverdlovsk. Crusader kills Russian elephant. Crusader kills Zulu phalanx. Knight kills Russian elephant. Canton founded. Ironclad kills Zulu elephant.
+1784 Greeks sneak attack and kill a diplomat and a Knight. Catapult kills Greek Knight. Knight killed in attack on Greek Catapult. Ironclad kills Russian Knight. Vet Ironclad kills 2 more defenders of Sverdlovsk which is then captured for 66 and Marketplace. Hainan founded.
+1786 Knight killed in attack on my former musketeer. Domestic offshore Silver for 142. Zulu Isandhlwana bought for 224. Got 8g, Barracks, Aqueduct, and 3 units. Catapult kills Zulu legion. Invention -> Mongol -> maps. Crusader kills 2 Greek units.
+1788 Greek Knight kills my musketeer. Zulu elephant kills my catapult. Zulu Ulundi bought for 560. Got 18, 4 structures, 3 units, and Lighthouse. Crusaders kill 4 Greek units. Greek Corinth captured for 124, Granary and Marketplace.
+1790 4 Greek, 1 Zulu, and 2 Russian units killed. 1 Crusader lost.
+1792 Greeks kills a knight. 1 Greek unit killed. 2 Knights lost. Chinese scoff at Sanitation for their Railroad and cancel alliance; they wanted Gunpowder; I will give it to them next turn. Zulu Swazi and Mpondo captured after their defenders are killed for 6g and 7g plus library and barracks.
+1794 Greeks kill a crusader and buy away size 1 Canton. Russians kill a Knight. Gunpowder -> Chinese (4) -> Railroad, maps. 6 Greek and 2 Russian units killed. 1 Knight lost.
+1796 Greeks and Russians each kill a Knight. My former city of Canton bribed back from Greeks for 202. Got 47 and its musketeer. Crusader lost. 1 Russian unit killed.
+1798 Greeks kill crusader. Russian attack on Sevastopol fails. 3 Zulu units killed. Zulu legion bought for 88.
+1800 Mongols sneak attack Sevastopol. 2 Greek units killed. Knight lost. Bangalore and Malay founded.

Status at +1800
Population: 9.14M; Cities: 51; Trade routes: 27D15F; Government: Fundamentalism
Cost per turn: 110; Total advances: 43; Production: 281MT; 1 polluted tiles
Wonders: Colossus, Lighthouse, Marco, Michelangelo, Copernicus, King Richard, Magellan, Shakespeare, Leo, Statue
Units: 15 Settlers, 1 Legion, 33 Musketeers, 28 Crusaders, 19 Knights, 1 Catapult, 5 Galleon, 5 Frigate, 5 Ironclad, 7 Diplomat, 38 Caravans.
Russian: 12 cities, 19 techs; War with me, allied with Zulu, Chinese, and Mongols
Zulu: 4 cities, 19 techs; War with me, allied with Russians and Spanish;
Spanish: 27 cities, 27 techs; War with me, allied with Mongols; Hanging Gardens, Newton
Chinese: 11 cities, 39 techs; Allied with Russians; Pyramids, Great Library
Greeks: 10 cities, 30 techs; War with me, allied with Zulu; Oracle, Sun Tzu
Mongols: 15 cities, 30 techs; War with me, allied with Russians and Spanish; Great Wall
 
@Ali : I took some time to decide which wonder to build. It was obvious that I couldn't built Col, HG, Light and MPE so I decided that MPE was the most useful. I considered that being on small islands the Collosus wasn't worth the investment (few land tiles and almost all jungle). HG got built so fast and wasn't an option. After I heard that F (greeks) built Collosus I decide to conquer them for their cities and the trade bonus. Then I conquered B (zulus) faster than I thought. My empire spread from Australia, almost all islands, Indochina , India and south half of China. E (chinese) were allied with me and helped me in the tech race, but after a while they turned on me and sneak atack me sveral times. All in all a nice game and a nice chalenge. I belive that Deity could have been much more chalenging under the circumstances. Well, maybe next time(s).
 
You keep referring to this state of being red in your log. I have never heard that before. Could you please elaborate?
I assume he's referring to the research beaker in the status window, which goes from green to yellow to red when a tech is near completion.

Leo is not very useful in an OCC game, you are better off saving the vans to help in the space race...

You skipped King Richard in favor of Leo? :confused:
Leo does occasionally have value in OCC games. The times I've built it have usually been in games where I have bribed units that would benefit from upgrades - since rebuilding them would obviously lose their NON status. Most important would be if I have several NON settlers. Upgrading these to NON engineers can be a huge boon to the city. The city needs 2-3 engineers eventually and if the food and shield support for them can go to Einsteins and topping off production for vans/SS parts, it can sometimes shave several turns off the game. Another factor i would consider is if I have several ships which need upgrading, particularly if they are far-flung and would take a long time to recall, or are NONs

The tradeoff with Leo, as LV discovered, is that if you want some of the fun military upgrades you have to rework the research plan to delay auto (and the magnificent Superhighways) until after things like conscription, espionage, leadership and Tactics have been researched. This would mostly be a factor when the other civs don't want to play nice with you (e.g., playing in MGE) But sometimes, just upgrading the non-settlers can seem worth it if you've got vans to spare. It's not the norm, but I've definitely built it a few times before.

I haven't read that log in detail, but it seems KRC would have been somewhat dubious at that point. It's not clear that he was so far removed from metallurgy that KRC would have paid off. Especially if he was close to 25s production, a lot of the extra sheilds would have been wasted and possibly caused unnecessary pollution. I've only built KRC in a couple OCC games where the city was fairly shield starved. It requires readjusting the research away from SSC techs to get it early enough to make a real difference.
 
Ali - I guess you are still playing for conquest, since you report lots of battles and you have switched to Fundamentalism (which should make conquest much easier than with Republic). You lost a knight attacking a catapult, which is unusual, but most of the results seem normal. How many units have you lost, so far ?
 
Map analysis would allow you to know which ones are shielded and which are not apriori. In fact, the pattern for shielded grass is so simple that even without map analysis you can typically figure it out if enough grass is visible.
I didnt know that! though I suspected it.

You keep referring to this state of being red in your log. I have never heard that before. Could you please elaborate?.
I'm referring to the colour of the science beaker in the top right corner.
Leo is not very useful in an OCC game, you are better off saving the vans to help in the space race.

You skipped King Richard in favor of Leo? :confused: .

I see that now, but I almost never build KRC, so habit hard to change, thought having having none engineer made up for it, somebody said that :crazyeye:

as for my tech plan, I didnt have a plan and your right I was lucky, once the Greens put their mind to it they could produce a spaceship at will!
 
I haven't read that log in detail, but it seems KRC would have been somewhat dubious at that point. It's not clear that he was so far removed from metallurgy that KRC would have paid off.
Especially if he was close to 25s production, a lot of the extra sheilds would have been wasted and possibly caused unnecessary pollution.
Could have chosen to research Metallurgy at anytime at the point in question. I assume you meant Industrialization for which i was a ways away, did not have Nav

my production was 14 with 4 shields supporting units so a net of 10
 
Could have chosen to research Metallurgy at anytime at the point in question. I assume you meant Industrialization for which i was a ways away, did not have Nav

my production was 14 with 4 shields supporting units so a net of 10

Oops, that's right, Industrialization. :blush: That actually came even earlier than MET, so my point to Ali still stands: You had from 1810 to 1852, so 21 turns, to benefit from KRC before it expired. With only 10 production, you could have used most of the benefit from KRC - it would have given you the extra 15 per turn to top off half of a van (anything else would have been wasted) so it would have given you 15x21 = 315 sheilds (or their gold equivalent) over its lifespan. In other words, the best you could have hoped for with KRC is breaking even. If you had some non-units you were trying to upgrade, you could argue Leos was more valuable because that is something you can not produce any other way.

One other thing about Wonders: It looks like you built Darwin almost as soon as you could. In my OCC games I will usually delay building this (sometimes even waiting for the warning from another civ) so that I can use it when my tech costs are higher. Ideally I will build it after Flight when my beakers/turn has dropped as well.
 
Back
Top Bottom