GOTM 75 Spoiler

There were some server issues and TF reverted the data to the last back-up he had. The server issues may have also affected e-mail's as well. We'll put together a list of games that were received to let people know if we got your game or not. If you sent your game to us within the last week or so, odds are we didn't get it.
 
After flaming out when my one-and-only empty city was captured by the first Spanish encroacher, I tried it again the way I should have the first time: as an OCC (building an early defender this time). Got to space flight in -300, had apollo done in -280, had fusion power and something like 4 future techs by the time 1ad rolled around and I could start building the spaceship. cranked out the standard 15-3-3-1-1-1 OCC spaceship and launched in 480 for an expected landing in 495 (currently the ship is still in flight, but I don't anticipate any problems at this point). I'm pretty sure that's the fewest turns possible for an OCC landing since I can only produce one part per turn. Since I lost the first time (and learned a valuable lesson in doing so that was applied in this game), I obviously won't submit it, but just thought I'd share.

Given how this game went as OCC, I can't even imagine how tedious this game must have been for you guys actually building lots of cities and expanding. This was certainly an interesting exercise, but I definitely wouldn't want to do it every month.
 
Later in the game, I seem to have lost a freight. I did not bother to investigate details on this one, but I do have notes of wine produced by Shanghai which later is neither present nor delivered.
I investigated this one this morning and quickly realized that it was killed during a barbarian attack. My transport, however, still remains a mystery.

I played another couple of turns this morning. Turns are taking close to an hour each. With the deadline less than a week away, the biggest challenge now is managing real time.
 
Given how this game went as OCC, I can't even imagine how tedious this game must have been for you guys actually building lots of cities and expanding. This was certainly an interesting exercise, but I definitely wouldn't want to do it every month.

It does get a bit tedious, and I have only built about 24 cities. I'm not sure I'll get around to finishing this month, as I only seem to be managing 1 or 2 turns before getting bored and doing something else. My messy so-called ship chain is to blame partly - I just never have gotten around to setting it up decently, and then have wasted ages with freight on ships. Currently at about -280 and don't think I'll get to an AD1 launch. I'll try a few more turns and submit and see if I get remotivated.
 
After flaming out when my one-and-only empty city was captured by the first Spanish encroacher, I tried it again the way I should have the first time: as an OCC (building an early defender this time). Got to space flight in -300, had apollo done in -280, had fusion power and something like 4 future techs by the time 1ad rolled around and I could start building the spaceship. cranked out the standard 15-3-3-1-1-1 OCC spaceship and launched in 480 for an expected landing in 495 (currently the ship is still in flight, but I don't anticipate any problems at this point). I'm pretty sure that's the fewest turns possible for an OCC landing since I can only produce one part per turn. Since I lost the first time (and learned a valuable lesson in doing so that was applied in this game), I obviously won't submit it, but just thought I'd share.

Given how this game went as OCC, I can't even imagine how tedious this game must have been for you guys actually building lots of cities and expanding. This was certainly an interesting exercise, but I definitely wouldn't want to do it every month.

Not that it matters, but just to update: OCC landing in 495, and I even got the full +100 peace bonus. I can't remember the last time I saw that. I guess being separated by water, they just couldn't muster the energy to actually attack each other.
 
Since I lost the first time (and learned a valuable lesson in doing so that was applied in this game), I obviously won't submit it, but just thought I'd share.

What was the valuable lesson - to defend your early cities ? I doubt that is good strategy in most gotms, since early growth is usually more urgent. Maybe in this one.

Here it is 700BC, and I have Space Filght, every island has a large city, and I almost have to throw gold away to stay under the 32K limit. Just waiting for 1ad really. So, it seems growth is not urgent in this game.

Recently barbs took Hispalis by surprise (most of my cities are still empty). It's size 12, with several improvements, and supported units. The loss was a blessing! I delivered demanded goods to it the same turn for 1300g, which paid for my costs easily, with smaller profits over the next turns. I have kept it on as a pet, since it is the only good target for Hides.

BTW - I got a message "Barbarians discover pottery" ... is that normal ? Can't remember seeing barb science reports too often - maybe it's a scenario thing? Or just my weak memory?
 
Here it is 700BC, and I have Space Filght, every island has a large city, and I almost have to throw gold away to stay under the 32K limit. Just waiting for 1ad really. So, it seems growth is not urgent in this game.
Wow! You have every island settled by -700! That is amazing.
I got a message "Barbarians discover pottery" ... is that normal ?
If a barbarian city stays around long enough they will discover techs. I suppose they are played just like another computer player by the AI.
 
What was the valuable lesson - to defend your early cities ? I doubt that is good strategy in most gotms, since early growth is usually more urgent. Maybe in this one.
The lesson was, defend your capital in this game because the spanish will show up in 3500 and take it. No bigger global message applied to other games. Even if I had played OCC to begin with the first time, I probably wouldn't have had a unit in my capital at that time, unless maybe I had finished the terrain improvements by then and my settler was sitting there thinking like he did most of the game. I built a warrior first this time so I didn't pay attention to when the settler was done.
 
Not that it matters, but just to update: OCC landing in 495, and I even got the full +100 peace bonus. I can't remember the last time I saw that. I guess being separated by water, they just couldn't muster the energy to actually attack each other.

I have been meaning to ask - how is the peace bonus calculated? Does everybody need to be at peace with all others for a certain amount of time? Can it fall during a game?
 
The peace bonus is 3 points per turn that there is no combat on the map at all (excluding barbs) after a certain number of turns. If there is combat it drops to 0 and starts over again. Civs do not need to actually be at peace with each other, just not attack each other.

Hmm, so I guess in order to get the points for say a HOF game you would need to act as a sort of blue-beret wearing UN peacekeeping force, and blockade the AI if they are at war with others, so their units can't get through.

Does this bonus still apply if you have wiped all the AI civs out with the exception of 1 pet city?
 
As long as there is no combat with them, then, yes, it still applies.
I've always wondered, does sabotage count against this? I never play blue star/HOF type games, so I'm not sure how this is typically done, but I figure you have to control your pet, so I assume you would periodically sabotage their production to keep them from producing any units?
 
I've always wondered, does sabotage count against this? I never play blue star/HOF type games, so I'm not sure how this is typically done, but I figure you have to control your pet, so I assume you would periodically sabotage their production to keep them from producing any units?

No. I'm not sure about the sabotage effect, but I suspect it does not count. On the other hand, why bother. Once the AI is reduced to one pet city, let it produce anything it wants and the second that unit steps outside its city, presto, it's a none unit belonging to you. :) Think panzers, spies, and stealth fighters against musketeers/rifleman, dips, and dragoons/cav.

Seriously, in a HOF type game, the human player is so far ahead of the surviving AI civ that it should not even be able to dream of nukes. And in a game like this, time is on the human player's side. The intent is to land your full-sized SS in the year 2020 to take advantage of every possible turn to grow your cities as large as possible for the points. So, as long as you don't let the AI do anything naughty in the last 34 turns, you get your peace bonus.
 
I figured you didn't want to let the build any units for fear that they would get uppity and sneak attack you, killing the bonus. I also figured they might be in demo and thus couldn't be bribed if they happened to end a turn out in the open.
 
yup, that could happen, but, if the Pet city is in demo, the odds of a sneak attack go way down and the trade value goes up. The ai usually changes to fundy or commie before launching an attack. And, unless the pet civ is the Greeks, not too much chance of an attack, especially when you are constantly running vans into the city...:p

If your unfortunate enough to get the Greeks as a pet civ/city, I would not count on getting any peace bonus, they are likely to attack you no matter how great the odds are.
 
We only received three submissions for GOTM 75. All the others were lost when the server crashed.

Ksiaze
Magic_Gorter
Agni Neres

DO NOT RESUBMIT YOUR GAMES YET.

Just hold on to them, we're still trying to get the e-mails figured out.



And, no, it looks as if none of the spy actions remove the peace bonus. Not poisoning the water supply, not planting a nuke, not sabotage of the city or a unit outside the city.
 
Fairly busy again this month, and rushed to finish, so apologies for another sketchy log (and some of this is from memory). In 4000BC, I mainly wanted a boat ASAP, to expand with. With the starting gold, I used the size 1 trick, and thoroughly irrigated my isle. Not much early effort at defense, unless you count triremes and a randomly placed warrior or two. I intended a super-trade game, for fast tech and a launch in approx 1AD.

4000-3000BC (50 turns); Working to build boats and settlers and outposts. Got map-making in 3660, Veii(2) founded in 3580BC, monarchy in 3220BC. Hut = horse. Spanish lose their Armada in a stupid attack (trireme vs trireme IIRC), no contact.

3000BC: 7 cities, monarchy: 1adv/5t, have 2S/1w/1ph/1ho/3tri. Techs = alp/maps/cb/cl/moy/bw/cu, next=trade.

3000-2500BC: Built LH in 2740BC. A warrior steps onto an island and finds the Spanish there, makes contact, and they declare war. I finally notice that my rep is horrible. Build MPE in approx 2600BC, and find the AI are quite advanced in science (good!). I get poly + astro from Japan, and "war" from Persia - but peace soon after. Persia builds Colossus (dang!) which hurts my plans for a great STC. I have 14 cities.

2500BC-2000BC: Spain lands a legion near Pisae. Luckily it is defended by a warrior, and is about to build an elephant. The legion defeats the warrior, as expected, but then the Spanish sneak another unit into the empty city from a boat! So, I lose the ellie, and a supported boat and van. Soon, they also razed the city of "W-4" (I named most Roman cities using a rough coordinate system). I am probably lucky they didn't do even more damage, but considered quitting. I bribed back Pisae in a few turns for about 50g. Built the Pyr's in 2200BC, and the J's built HG in 2080. I defeated another loaded Spanish boat at sea. The LH has a secondary benefit of making vet boats, which has a big effect on early trireme vs trireme battles (I admit those are not too common). Rome becomes a Republic in 2020BC.

I'm working on trade, not war, and am getting about 200-300g per van, which will rise to approx 500g after 10-20 turns of Republic growth. In general, I ONLY deliver overseas, demanded goods, and only with good distances.

2000BC: 35 cities, pop 1.5mil, Mfg121, republic: we have 5S/13tri/15vans, 20advs, 3WoWs.

2000-1500BC: I'm spending a lot of time planning tech trades with the AI, and optimal van deliveries, not realizing yet that this is overkill. Built Cope's 1860BC, Mike's 1760BC, INC 1660BC, ST 1540BC. The J's built GL, which I didn't want, but it was surprisingly annoying, since I couldn't keep certain techs away from them. Also, I didn't think HG was needed at warlord level, but it might have helped with celebrations in this period. Persia builds GWall - a problem in EC games, but not here - it will be obsolete soon enough. And AFAIK it doesn't help against attacks by boats.

1500BC: 62 cities, pop 7m, Mfg258, republic: we have 20S/42tri/55vans, 7WoW. 31advs. Rome is size 15.

1500-1000BC: Still toiling away at trade and science, with pencilled charts about supply and demand, etc. A Roman city name like "W2-3" indicated it was in my SouthWest, so if France (to the NorthEast) demands its goods, that's where they went, via 2-3 standing ship chains. Built KRC approx 1440BC (why??? Can't remember a good reason - I have always argued that it is usually a waste of shields, and it was). The AI's start on Magnetism, and I realize my fleet of 42 triremes could instantly sink when LH becomes obsolete. So, I am more-or-less forced to research Inv+Nav quickly, and build Leo's to upgrade the fleet. Also, I tech-bombed the J's to slow their research a bit. Built Leo's in 1320BC and Mag's in 1280BC. These, plus Corp (vans --> freights), partially offset the damage to trade bonuses from Inv+Nav. Built JSB 1260BC, AS 1180BC, CfC 1100BC, WS in 1040BC. J's built SunTzu in 1160BC; P's built SoL in 1040BC. I'm spending my profits on harbors and aqueducts, but eventually I notice my cities aren't growing, due to some kind of bug. After reloading Civ2, they start growing again. My science progress has been modest, while getting to Corp, and building up my SSC, etc. Now I'm ready to get 1adv per turn. Only to realize it is not even important in this GOTM. I am mostly ignoring the AI's, except as trade targets, and we are all happy and at peace. They each have their original 7 cities, none over size 8, plus the J's have a tiny polar city.

1000BC: 88 cities, pop 65m, Mfg449, democracy (IIRC), 5000g, 57adv: I've built 66 aqueducts and 32 sewer systems (most islands have a major Roman city by now). 14 Roman WoWs + 7AI WoWs (to be mine later).

1000-500BC: I'm delivering about 5 freights per turn, for about 400g each, and am getting one advance per turn that way, with science usually at zero (even though I've built lots of libraries, etc). I want the AI islands, so I devoted 620BC-580BC to surprise raids under a Fundy govt (mostly by Battleships, spies, and a few Cavalry - from Leo upgrades) which reduced the AI to one pet city on the pole. I had NO restarts, which was a small surprise, but I'd already occupied all the islands - maybe this factor deterred them ? My reputation wasn't hurt too bad, since my first sneak attack caused the three other AI's to declare war on me. I got the 7 AI WoW's. Also, built UN and HD.

I'd been trying to keep my gold under 32,000. I thought someone posted that a Civ2 bug brings your gold down to zero if you go past that number (a myth? my error ?). Well, I accidentally got up to 35,000 or so with no problem.

500BC: About 130 cities ? I didn't count those, but the trade screen showed approx 125 aqueducts. Democracy. Have started on Future techs. Approx 60-70 idle vans. No purpose.

I'd been spending something like an hour per turn until the conquest. After that, about 600BC, I had to play about 35 turns in 1-2 days, so basically I put the Roman Empire to sleep, and hit the spacebar a lot. We entered the Dark Ages... just a few skirmishes with sea barbs... no more deliveries; I relied on Roman scientists (and still got almost 1adv/t). I built more standard city improvements, and more freights (150-200), to help with parts later. I built a dozen or so new cities on the poles. My notes are very skimpy for this period.

I launched in 20AD with the fastest ship, which landed in 25AD. I had about 20 Future techs, and a few peace points (even though I was still at war with Japan IIRC). I had planned out most Roman cities to reach their maximum natural size (approx 23 on islands, approx 10-15 on poles), but I didn't bother with Supermarkets + Farmland, and didn't terraform (much). I allowed a few polar cities to starve near the end, because I felt so rushed and tired. Also, I built the last WoW a turn too late, as usual; I never seem to time that quite right.

Well, this GOTM presented new challenges, at least in the beginning. I am impressed by the players who found clever methods for dealing with them (especially Uruwashi's idea of splitting a larger civ to create a new purple one). I still feel uneasy about GOTM's with advanced AI neighbors; it seems to me that the best strategy [if you are playing for a medal] is to gamble, by leaving your cities mostly undefended. Also, IMO the warlord/spacerace combo removes some of the challenge, since you can't launch until 1AD.
 
+0020 Abydos founded. Deliveries: Domestic 318+34.
+0040 Advanced Flight -> Rocketry. Hyderabad founded. Deliveries: Domestic 366+262+90, Spanish 172, Persian 376.
+0060 Rocketry -> Space Flight. Deliveries: Domestic 257+190
+0080 Space Flight -> Environmentalism. Deliveries: Persian 291.
+0100 Deliveries: Domestic 136+353. Lahore founded.
+0120 Environmentalism -> Plastics. Delphi founded. Deliveries: Domestic 220+167
+0140 Deliveries: Domestic 415.
+0160 Plastics -> Superconductor. Deliveries: Domestic 313
+0180 Superconductor -> Fusion Power. Deliveries: Domestic 287+574+236+167
+0200 SETI built. Fusion Power -> Future Tech 1. Deliveries: Domestic 294+198+200+116+465
+0220 Future Tech 1 -> 2. Deliveries: Domestic 155, Persian 194.
+0220 Deliveries: Domestic 182.
+0260 French land an Elephant next to Leipzig and sneak attack turning my defending Rifleman vet. Future Tech 2 -> 3. Rifleman kills 2 more French units. Deliveries: Domestic 256, Japanese 160+180, Persian 224.
+0280 Future Tech 3 -> 4. Cavalry kills Musketeer defending Paris and turns vet. Next cavalry takes the city for 78 and Warrior Code. Senate hands French cease fire. Deliveries: Domestic 220+350+156, French 56. French Lyons subverted for 2x658. Got 167, 2 soldiers, and 2 structures.
+0300 Future Tech 4 -> 5. Deliveries: Domestic 244+174+240+164+196
+0320 Future Tech 5 -> 6. Cure for Cancer built. Deliveries: Japanese 228+377+147+95
+0340 Future Tech 6 -> 7. Deliveries: Domestic 300+190, Persian 54, Japanese 100+72
+0360 Future Tech 7 -> 8. Hoover built. Deliveries: Domestic 64+80+285
+0380 Future Tech 8 -> 9. Deliveries: Domestic 64, French 134.
+0400 Future Tech 9 -> 10. Deliveries: Domestic 132+87+287+182, Japanese 95.
+0420 Future Tech 10 -> 11. Deliveries: Domestic 103+132, French 143+174+191+162
+0440 Future Tech 11 -> 12. Revolting French Marseilles bought for 336. Got 183, 2 soldiers, and 2 structures. Advanced Flight, Tactics, Conscription -> Japanese (4) -> Communism. Deliveries: Domestic 284+122, Japanese 296+138+424+139+86+324, French 134
+0460 Future Tech 12 -> Espionage. French Rheims subverted for 2x370. Got 113, 1 soldier and 2 structures. Deliveries: Domestic 190+73
+0480 Espionage -> Future Tech 13. Deliveries: Domestic 298
+0500 Japanese build Suffrage. Future Tech 13 -> 14. French Tours bought for 284. Spy turned vet. Got 127 and an Engineer. Deliveries: Domestic 171+206

Status at +0500
Population: 100.42M; Cities: 102; Trade routes: 215D38F; Government: Democracy
Gold: 908; Cost per turn: 567; Total advances: 80+13FT; Production: 1149MT;3 polluted tiles
Wonders: Colossus, Lighthouse, Oracle, Hanging Gardens, Great Wall, Marco, Copernicus, King Richard, Magellan, Leo, Newton, Adam Smith, Darwin, SETI, Hoover, Cure for Cancer
Units: 8 (5 None) Engineers, 2 Archers, 1 Legion, 5 Musketeers, 57 Riflemen, 1 Knight, 3 Dragoons, 14 Cavalry, 1 Galleon, 1 AEGIS, 19 Transports, 6 diplomats, 1 Spy, 37 Freight
Japanese: 7 cities, no embassy; Great Library, Eiffel, Suffrage
French: 1 cities, 61 techs, 1 units; no capital
Spanish: 1 cities, no embassy; no capital
Persian: 7 cities, no embassy; Pyramids, Shakespeare, Michelangelo, Sun Tzu

+0520 Future Tech 14 -> 15. Deliveries: Domestic 89, Japanese 156+124+136, French 131+143+147
+0540 Future Tech 15 -> 16. Deliveries: Domestic 231+310+121+132
+0560 Persians build Statue of Liberty. UN built. Future Tech 16 -> 17. Deliveries: Domestic 96+336, Persian 134
+0580 Future Tech 17 -> 18. Deliveries: Domestic 96+103+62, Japanese 140+156+212, Persian 31, Spanish 300
+0600 Future Tech 18 -> 19. Deliveries: Domestic 244+266, Persian 136, Spanish 106.
+0620 Future Tech 19 -> 20. Deliveries: Domestic 198+233+92, Persian 114, Japanese 114. Kabol founded.
+0640 Future Tech 20 -> 21. Deliveries: Domestic 415
+0660 Future Tech 21 -> 22. Deliveries: Domestic 66, Japanese 150+164+204. French Orleans bought for 252. Spy escaped. Got 181, a structure, and a soldier. French civilization destroyed.
+0680 Future Tech 22 -> 23. Deliveries: Domestic 128+380+267, Japanese 123+123
+0700 Future Tech 23 -> 24. Deliveries: Domestic 146+68+73+123+44, Japanese 280+283+238, Spanish 207+127+62
+0720 Future Tech 24 -> 25. First Factory built. Deliveries: Domestic 131+376, Japanese 932. Spanish Valencia subverted for 2x566. Spy was captured. Got 231, a soldier, and 3 structures. Spanish civilization destroyed.
+0740 Future Tech 25 -> 26. Deliveries: Japanese 147. T1L3S6
+0760 Future Tech 26 -> 27 -> 28. T2L3S5. Deliveries: Domestic 302+52, Japanese 368+307+240+192+134+160
+0780 Barbarian Dragoons attack Barcelona. Several of them die in attack on Musketeer. The last one kills the musketeer. First Airport built. Future Tech 28 -> 29. Deliveries: Domestic 81+770, Japanese 106
+0800 Future Tech 29 -> 30. Deliveries: Japanese 536.
+0820 Future Tech 30 -> 31. Apollo built. Deliveries: Japanese 320
+0840 Future Tech 31 -> 32. Space race starts. Deliveries: Domestic 626, Japanese 565.
+0860 Future Tech 32 -> 33. Deliveries: Domestic 286
+0880 Future Tech 33 -> 34 -> 35. Deliveries: Domestic 132+82, Japanese 111, Persian 614. Finally saved enough money to subvert Persian Pasargadae for 2x3467. Spy turned vet. Got the coveted Michelangelo, 391g, Amphibious Warfare, a soldier, and 4 structures.
+0900 Future Tech 35 -> 36. Deliveries: Japanese 128+138+138+135
+0920 Future Tech 36 -> 37. Yakutsk founded. There are now 120 cities; 107 are mine. The world is full other than the poles. Deliveries: Japanese 508+336
+0940 Barbarian dragoons land near Samarra and kill its defending Rifleman. Fortunately there was also a ship there which narrowly survives turning vet.
Future Tech 37 -> 38. Deliveries: Domestic 222, Japanese 107.
+0960 Remaining barbarian dragoon killed in attack on Engineer in Samarra.
Future Tech 38 -> 39. Deliveries: Domestic, Japanese 186+216+248+356
+0980 Future Tech 39 -> 40. Full Space ship launched. Deliveries: Japanese 230.
+0981 Future Tech 40 -> 41. Deliveries: Domestic 769, Japanese 328+235+300
+0982 Future Tech 41 -> 42 -> 43. Deliveries: Domestic 812+707, Persian 344, Japanese 210+444
+0983 Future Tech 43 -> Theology. Deliveries: Domestic 611+371+240
+0984 Theology -> Future Tech 44. Bach built. Deliveries: Domestic 1083
+0985 Future Tech 44 -> 45.
+0986 Persian bomber sneak attacks and kills a rifleman. Persian lose 3 ships attacking my cities and kill another rifleman in the process.
Future Tech 45 -> 46 -> 47. Deliveries: Domestic 430+1208, Japanese 417+330+418+518+438+464
+0987 Future Tech 47 -> 48. AEGIS lost in attack on Persepolis. Deliveries: Domestic 648, Japanese 420+124.
+0988 Future Tech 48 -> 49 -> 50. Manhattan built. AEGIS sinks Persian transport with unit aboard. Deliveries: Domestic 1904+344.
+0989 Persians kill a transport and vet Spy on board.
Future Tech 50 -> 51. Deliveries: Domestic 635+514, Japanese 384+884+708+694. Persian Tarsus bought for 2032. Spy escaped. Got Shakespeare, Statue of Liberty, 414g, Alpine, and 4 structures. A Persian partisan appears! Even though no one has Guerrilla warfare yet.
+0990 Persian bomber kills a Rifleman. Persian Ironclad dies in attack on my AEGIS.
Future Tech 51 -> 52 -> 53. S.Pole1 and N.Pole1 to N.Pole4 founded.
Deliveries: Domestic 1136+126+47. Persian Gordium bought for 1595. Spy escaped.Got 410, Rifleman, 2 structures. Again, one Persian partisan appears. T0L10S0
+0991 Persian bomber kills yet another Rifleman. Persians lose a ship and a partisan attacking their former cities.
Space ship arrives.
 
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