GOTM 87 Spoiler

Peaster

Emperor
Joined
Sep 26, 2004
Messages
1,295
Romans vs 4 civs, Chieftain, RH, Restarts ON.

Can't remember playing at Chieftain level for quite a while. I started a very quick practice game, and found that the size one trick doesn't work so well, since the shield box simply expands until the city is size two. Also, my scientists seemed to work faster than normal (is this my imagination?)

My standard EC plan with a large map, restarts on, is major growth, including early Pyramids, so that I can control the whole map later on. I also try to kill off 1-2 civs early on, to locate the map's respawn zone(s). I used that plan here, and delayed Marco/LH for a bit more early growth. Then I stopped growing fairly early (I finished with only 53 cities) in order to conquer. It worked out OK, but maybe I could have sent out my first flotillas a bit earlier. My luck was OK, except that I had lots of respawns this time, and they were quite spread out. The AI sneak attacked several times (usually warrior vs crusader), but I only lost one unit the whole game - an explorer. I did a little Hides trading, but it wasn't a big factor in this game. I didn't notice any raging hordes, except from huts late in the game.

4000BC: Rome.
3960: Veii (2)
3740: Antium (3)
3700: hut = chariot (I consider this an average hut result; it would be better on a larger land mass, with more huts to pop).
3660: Cumae (4), hut = currency (a bit lucky, since I had just gone from monarchy to currency). No more huts for a long time.
3620: govt = Monarchy
3440: Neapolis (5)
3360: Trade->MM
3340: 7 cities
3140: 10 cities, starting on vans for a WoW, and first boats.
3020: Pyramids (I thought Marco could wait; not sure which is more urgent)
2820: Philosophy -> Horseback Riding (an odd schedule of classes) -> Poly
2660: Marco - I didn't expect any useful techs from this and didn't get any, but I did get 4 AI maps. Also, I found that several AI were missing basic techs, such as bronze working, so I decided to skip barracks completely and send out rookie ellies/crusaders. Maybe I should have started on that earlier, maybe even with horsemen ..... In my opinion, the best thing about an early Marco's is that it usually gives you a decent game plan.
2540: LH. Here, I was switching from growth to WoWs to conquest. The Greeks sneaked, but lost a warrior. They have only one city, and are scheduled to go down in approx 2400BC. I want to finish all conquests by 2000BC.
2360: First van arrives in Athens (200g) allowing 2 patient Roman crusaders to take Athens. Greeks down, but respawn as English. I got all the respawn maps easily via Marco. Also, the Indian capitol goes down, but they have a new city -Madras- that took a few turns to locate.
2280: Indians and English down; respawn as Sioux and Carthage (near each other).
2260: Unfortunately the new respawns make quick cities, which ruins that neighborhood as a respawn zone until I can get there and raze them.
2240: Babs sneak, but lose. The Vikings sneak twice, and win once, against my explorer (my only loss). I was saving Trondheim as a Hides destination, but after the sneak, I decided to go ahead and raze it; I am a conqueror, not a merchant, after all. I made a subtle error by popping a hut on the way to the respawns; I get an advanced tribe (good!) but it permanently ruins that respawn zone.
2220: Vikings down, respawn as French, up north. The rest is a blur of finding and killing respawns (10 more), details omitted. But Carthage respawned as Carthage in TWO completely separate regions of the map. By the time I noticed, 2-3 turns later, they had a size three city with several irrrigated tiles! (is this normal??)
2180: The first Roman riot - I wasn't sure this was possible, even without HG. So, I started on HG, but didn't quite finish it.
2140: Zulu's down (the last original AI; delayed slightly, while I searched for Hlobane). Back as Babs and then Japanese (still in 2140!). The Japs popped up way to the south, far from the other respawns, which dragged the game out 4-5 turns beyond its normal end. I won't reveal the exact EC date, but I met my goal of finishing before 2000BC. A short pleasant game.

Stats at the end: 42 crusaders on 46 boats. 53 cities. 3 WoWs. Still in monarchy, about 500 gold. Score = rather low, but the Pyramids helped.
 
This is a great spot for OCC! This location starts with one whale and 1 silk, and you can mine for 2 more silks, 'nuff said.

my thoughts exactly, now i'm gonna have to edit my first thought in my log :D
 
First Thoughts: Looks like a nice spot for a capital. Potential hidden special or 2 within city limits if we want to go get one. Chieftan level?? I don't think i've played there since what, 1998? Hmm, White civ, and only 5 total civs. Large map with restarts means I'd probably see civs popping up everywhere if i tried for conquest... How silly would it be to do an OCC on chieftan as white, with likely no AI help with tech, gold etc. Its Chieftan so we have tons of extra turns if i mess up, and probably no one else is going to try it? Edit: looks like i have some competition now :)

ok - my first OCC game in 2 years!

4000 BC Rome founded, build to two
3980 BC begin researching Code of Laws - we have purple, at least we can tech gift if we can find them!
3960 BC first warriors begin wandring our lands
3920 BC second warriors, Code of Laws discovered, start ceremonial burial, need 18 beakers...
3880 advanced tribe - against OCC rules, so reload, get barbs :( - one horseman
3860 oh, yeah, chieftan... barbs have an attack penalty, warrior survives, barely a flesh wound, and is veteran to boot :D
3800 BC Ceremonial Burial, begin researching monarchy. hmm 8 turns min unless hut is good news, oedo says may need to raise taxes for a 9 turn discovery. hut - 50 gold...
3620 BC Monachy, oedo revolt, choose mapmaking (maybe should have done currency...), need 28 beakers... bringing in 7 trade
3560 BC Map Making, start currency
3440 BC Currency, start trade
3320 BC Trade, start writing
3280 BC Marco Polo's Embassy, need 42 beakers, contact Indians, alliance, maps, drop beakers to 35, disband warriors into settlers
3180 BC Writing, start literacy
3160 BC build settlers,
3060 BC beakers at 60, contact indians, share all techs, receive 25 gold gift, forgot to receive gifts from everyone else, get alliance, maps and masonry from greeks, alliance, maps with vikings, alliance, maps and pottery from zulus, no other gifts... did need masonry, didn't need pottery just yet, beakers still at 60
3040 BC Lord Macaulay says we are the poorest nation in the world!
2960 BC library completed
2940 BC Literacy, start the republic, finish mining silk, place 3rd worker there
2720 BC Republic, missed oedo year, start seafaring
2680 BC revolt, adjust lux to 30
2600 BC cancel WLTCD, city size 5, using 2 roaded silk
2540 BC Seafaring, start construction, finish first caravan (hides)
2440 BC finish trireme start journey to athens (demanded hides)
2420 BC Construction, start banking
2380 BC notice power is strongm gift lots of techs, get 50 gp, Horseback Riding from greeks, 100 gp from vikings, from sombody (greeks?), finish harbor
2300 BC growth stopped at 8, no one has mysticism and not enough gold to rush aquaduct
2260 BC Banking, start wheel
2220 BC buy aquaduct
2200 BC hides (d) to Athens, 205 gp
2180 BC The Wheel, start engineering
2060 BC Engineering, start invention
1980 BC beads (d) to Sparta, 205 gp
1960 BC Invention, start democracy, wine demand removed by delivery trigger :(, wine (n/d) to Sparta, 130 gp, looks like sparta and athens have exactly the same amount of trade arrows, not sure if i can bump one of the sparta trade with the leftover gems caravan on the main island, debate colosseum (can grow) vs food caravan (build next needed wonder) wonder when available, not gonna be able to oedo on 1920 bc, shoot for 1860 bc
1940 BC rush colosseum, then realize no sanitation yet... can celebrate to 12 anyway
1880 BC Zulus have mysticism, short 1 happy for 12, gift all techs to zulus, get maps, mysticism and 50 gp, ack, beakers went up significantly, maps only from vikings, maps and 100 gp from greeks, maps only from indians
1860 BC find hut on alternate boat route, risk gems caravan, get 50 gp, realize should have stopped at 11 with no food surplus- 10% lux celebrated from 11 to 12, but now need that to counteract 1 red hat...
1840 BC Democracy, start philosophy, missed oedo :( Tacitus says we are 3rd most advanced? I must have started with more techs than some of the other civs
1820 BC gems (n/d) to Sparta, 146 gp, frees hides!
1800 BC revolt
1780 BC form Democracy!, yet another huge jump in beakers costs... gift techs, only update viking maps...
1700 BC Philosophy, Medicine, start sanitation, sell colosseum (should have done that in 1860 BC...)
1680 BC hut, wandering nomads... hmm, they're NONE, looks like about .5 closer to sparta :)
1660 BC Shakespeare's Theater
1600 BC hides (d) to sparta (308 gp), hides (d) to spara (308 gp) wine still blocked...
1580 BC Sanitation, start mathematics, no white techs for the AI
1560 BC sewer system, sell temple 5 turns late :mad:
1480 Mathematics, start astronomy
1420 BC Rome size 20, change in supply, no more hides to build 1 per turn :( hopefully all 4 en route to sparta and athens will be demanded
1400 BC update maps, fail to get anything else from AI
1380 BC Astronomy, start univeristy, hides (d, 270) to Athens, hides no longer demanded, hides (d, 270) to sparta, hides still demanded, no change in supply, rush food caravan, wait to deliver other 2 hides next turn, taxes to 100%, 1 scientist
1360 BC University, choose chemistry, rush university, hides (d,280) to sparta, hides (d, 280) to sparta
1340 BC Chemistry, choose economics
1320 BC Copernicus' Observatory, 352 beakers produced, need 464, so need 112
1300 BC Economics, choose theory of gravity, need 480, can produce a max of 360.. so two turns, only netting 31 gold, 2 hides, 1 gold, 1 gems - no cities trade gold or gems... pondering if Leo's will be worth it - 400 shields for 180 in upgrades (2 settlers, to ships, who knows how many commodity caravans) - darn, chieftan doesn't penalize for changing build type..., gotta remember that,
1260 BC Theory of Gravity, start navigation
1220 BC Navigation, start iron working, beakers jumped from 496 to 576, supreme, contact indians, get nothing but maps, but beakers down to 480, can deliver hides next turn, go to 100% tax
1200 BC build stock exchange, hides (d, 320) to sparta
1180 BC Iron Working, start gunpowder, hides (d, 330) to sparta, Delhi demands silver, but 29 spaces away, delphi (size 1) also demands, might send there, since doubt will replace sparta routes
1160 BC Gunpowder, start Explosives, need 544 beakers, can do 352, gems (n/d, 206) to sparta, 3 gp short of buying leo's or Isaac's, finish colossus, try and gestimate how much more trade that brings - adds 21 trade, + maybe 9 routes = 30 extra trade = approx 108 extra science at 100%, need 338, 70% will be short, 80% overkill, try a couple scientists at 70% and cross fingers.
1140 BC Colossus, 6 beakers short :( hold off on gold to sparta, taxes on 100% with 1 scientist...
1120 BC Explosives, start metalurgy, gold (n/d, 266) to sparta, need 294
1100 BC Metalurgy, start physics, need 576, gift everything to indians, drop to 540, only get maps...
1060 BC Issac Newton's College, Physics, start Magnetism, Zulu's complete an obsolete Great Library
1040 BC Magnetism, start electricity, yikes, huge jump in beakers, even at 100%, am short (need 722, can only to 708), and 1 space too far for silver caravan
1020 BC produced 414, silver (d/ 480) to delphi, silver still demanded, but supply is blocked... overkill on beakers this turn
1000 BC Electricity, start refrigeration, need 819, gifting gets down to 760, and get 50 gp from greeks! (cheapskates, they have 445 left and are the richest AI!), gems and spice waiting to be delivered , all not demanded by any city in the world...
980 BC YIKES! swarm of barbarians by my gems caravan - and gosh they are weak in chieftan - caravan survives TWO elephant attacks (did get lucky, its sitting on a hill) and is promoted to veteran status :D, still, lets not tempt fate, trireme is still 2 turns away..
960 BC Refrigeration, start steam engine, spice (n/d, 268) to sparta, need 779. one of 3 barb elephants moves within striking range of the caravan, maybe trireme will distract, at least 4 archers (1 stacked) still out there
940 BC Steam Engine, start bridge building, barb archer moves in range, elephant flanks, caravan saved
920 BC Leonardo's Workshop, triremes become caravels, settlers become engineers, one settlers loses its vet status after defeating an elephant charge
900 BC Bridge Building (get caravels), start railroad, barb frigate appears just off of rome, ack, both engineers finished farming before i got an active unit, rome undefended, with two archers sitting within 2 spaces of the engineers - hopes for misdirection again, rush caravan (should be silver), do have 173 gold left - how much is the pay the barbs to leave ploy with an undefended city? does it occur on chieftan? (crosses fingers again)
880 BC galleon wanders off, one archer moves 3 spaces away, other moves to where other archer was, gonna have to make a diplo, produced silver caravan!, made 414 beakers, gems (n/d, 272 to sparta) 686, need 903
860 BC Railroad, start industrialization, likely 4 turns to corporation, and can get silver freight
820 BC Industrialization, start the corporation, get transports, buy archer, get polution, hides and gold now available for build, still no one demanding gold, another barb frigate tailing my new transport
800 BC last barb unit attacks my bribed archers and barb leader vanishes :mad:, gonna leave the caravans on the delphinian island to be upgraded, contact everyone, 50 gp from greeks, 480, need 855, frigate goes around to other side of our island
780 BC The Corporation, start electronics, silver (d,485) to delphi, 485, need 874
760 BC Electronics, start steel, delphi demands gold!!! debate whether to deliver spice at delphi and risk having it trigger away, probably 4 turns from delivering gold atm, need another transport, but trying to milk the supply of hides too
740 BC barb frigate unloads knights at delphi, hold off delivering spice, since city is celebrating and likely not enough for an undemanded freight for 1 turn steel
720 BC Steel, start refining, eek, vikings researching communism, contact everyone, everyone but greeks end convo before i can gift 3 techs, greeks at least agree to share maps, tech beakers drops from over 1000 to 912, hides (d,512) to Thermopylae, hides no longer demanded
700 BC Refining, start combustion, gold (d,582) to Delphi
680 BC Combustion, start automobiles, hides (n/d, 294) to Athens, Herodotus says we are the 2nd largest civ?!?!
660 BC Automobile, start mass production, rush superhighways, gift techs, down to 969, can do 762 without SH, spice (n/d, 194) to Delphi
640 BC Mass Production, start Chivalry, hides (n/d, 504) to Sparta, silver freed up
620 BC Chivalry, start Leadership, build silver freight, greeks discover conscription, Conscription from greeks, sparta demands silver, hides (n/d, 546) to Athens
600 BC Leadership, start tactics, hides (n/d, 546) to Athens
580 BC Tactics, start machine tools, build supermarket, pollution on silk, clear pol with 2 engineers, all my gold makes me supreme, beakers drop from nearly 1100 to 896, silver (d, 597) to sparta, all commodities blocked, 1 gems, 2 hides left...
560 BC Machine Tools, start miniaturization, build factory, realize have enough science to not need a freight delivery
540 BC Miniaturization, start computers, build power plant
520 BC Computers, start atomic theory, build offshore platform
500 BC Atomic Theory, start nuclear fission, just short on 50 shields, wish had 1 more engineer for converting grassland to plains...
480 BC Nuclear Fission, start nuclear power
460 BC Nuclear Power, start the laser, power dropped, hesitant to gift techs at this point, but need 5 techs for space flight, but will demand nuclear fission, and athens is already building a wonder, need 1426 beakers now, probably can drop that pretty heftily, decide to deliver a freight and greeks contact me anyway, ok, tech dump bigtime, get maps, 50 gp from greeks, beakers down to 930! that should slow their push to communism too, since i'll get a lot more gold the next few turns, preemptively tech dump on indians too, no flight yet, no rocketry, so no nukes for the forseeable future, and should be able to crank stuff out now
440 BC The Laser, start flight, time may be fleeting with the 1 turn techs, been working on Darwins, working towards either 2 techs or apollo, will see how it goes, 5 turns on DV and is 2/3s AP cost
420 BC Flight, start radio, trade only drops from 169 to 130, and can still get 1 turn techs, doh, can get nuclear plant
400 BC Radio, start advanced flight
380 BC Advanced Flight, start Rocketry
360 BC Rocketry, start Space Flight, greeks contact me and request stuff, so regift, get 50 gp again from them
340 BC Darwin's Voyage, Space Flight, Plastics, Superconductor!, start fusion power - quite an interesting turn of events, i had science maxed to get space flight with current tech differential, and was mighty still, so when greeks contacted me and i gifted, i was able to get 3! techs in one turn with a single city :D rush apollo program, taxes to 100%, have way too much time to discover fusion power with my 3 freights still ready for delivery.
320 BC Apollo Program, hmm, not able to build structurals... doh, game won't let us do that before 1AD... :mad: o well, lets get the city ready, rush airport, looks at the map - thats a lot of unexplore territory, look at all those little huts.

So now, I've run into the problem of not being able to build space ship parts in the BC years. looks like i will land before 500AD though - issue now is whether it is better to land in an earlier year, or an earlier turn. At this point my decision is for an earlier turn, and should have the finished game submitted tomorrow. hopefully I will actually get bold where i post this time, otherwise, i may need to give up formatting in notepad at home :(
 
well, i finished my game last night, making my predicted target of pre-500 AD, but then forgot to bring my log and save to send off. One interesting thing i found was that, while i was allied with every single civ since before 3000 BC, and no one ever broke the alliance - even after i launched my space ship, i only got something like 21 points for peace instead of the full 100; i'm wondering if the cancellation of MPE might have reset everything, or if because the vikings and the greeks had a short war, that that was the cause of the lack of peace... It was also kinda interesting to have future tech and have the option to research polytheism, as well as to gift fusion power and the alphabet in the same turn to the vikings :D - they never were my key civ, so i only gifted enough to get to worshipful. anyway, i'll post the rest of my log probably monday
 
To receive the points for peace, all the civs must be at peace. If any ai civ starts a war with another civ, your peace points stop.
 
oops, forgot i had a few extra pockets here, and found where i had saved my log et al...

300 BC build airport, hides (n/d, 286) to athens, hmm, guess athens didn't build an airport
280 BC build nuclear plant, gems (n/d, 288) to Thermopylae, hides (n/d, 288) to Thermopylae...
260 BC build mass transit, pollution (i missed a couple other reports, cleaned with engineers)
180 BC convert plains to forest, get production to 50 shields, not sure especially worth it
160 BC Fusion Power, start mobile warfare, greeks find communismn, cancels my MPE, so now i'm allied with no embassies with everyone, greeks also at war with vikings
120 BC barbs land and peasants revolt near rome..., build Magellan's Expidition, transports now have more movement, gems freed
100 BC barbs attack bribed musketeer, get vet, capture barb leader
80 BC gems (d, 757) to Athens, everyone demands uranium, and i don't build it...
20 BC Mobile Warfare, start robotics, doh, wasted one too many turns getting to robotics for manufacturing plant, rome size 29
1 AD Robotics, start recycling
20 AD SS Component (SSC) , propulsion. doh. forgot to save for 1ad, last save was 60bc, now 20ad, hope that's not too big a deal
40 AD Recycling, SS Structural (SSS), *chuckles* research options include genetic engineering, stealth, future technology, and polytheism :lol: start future tech 1
60 AD SSS
80 AD SS Module (SSM), habitation
100 AD SSM, life support
120 AD SSM, solar panel
140 AD SSC, fuel
160 AD SSS, zulus discover polytheism :D,
180 AD SSS
200 AD SSS
220 AD SSS
240 AD SSS, greeks discover space flight
260 AD SSS
280 AD SSS
300 AD SSS
320 AD SSS
340 AD SSS
360 AD SSS
380 AD SSS
400 AD SSS, projection 436 AD
420 AD SSC, propulsion
440 AD SSC, fuel, projection 461 AD
460 AD SSC, propulsion
480 AD SSC, fuel, projection 495 AD, Launched!, ok, now lets see how many wonders we can get
481 AD Pyramids, start bribing riflemen and artilery from the latest peasant revolt to disband towards wonders
482 AD Oracle
483 AD Lighthouse
484 AD Great Wall
485 AD Eiffel Tower
486 AD Statue of Liberty, zulus and greeks change from SOL to Hover Dam
487 AD Hover Dam, zulus and greeks abandon wonders
488 AD SETI Program
489 AD gems freight (not sure i want to build manhattan project just yet)
490 AD Future Technology 1 build Manufacturing Plant, greeks talk - trade for Communism, exchange ambassadors, gems (d, 810) to Athens
491 AD hmm, thought i had enough in the freight for a FT2... maybe i should have selected FT2 instead of comm to research.
492 AD Future Tech 2
493 AD United Nations, Future Tech 3, beaker jump, so gift everything to everyone, refuse polytheism from zulus and indians, ungrateful AI, some have upwards of 3k gold and they refuse to gift anything after being granted everything but future tech! (vikings apparently never got alphabet before today), anyway, got beakers back down, barb artillery dies attacking my engineer in a fortress on plains,
494 AD Future Tech 4, more barbs move forward and can't bribe this turn (well, could bribe a rifleman on the hills, but would lose the diplo, besides, i doubt they can take the fortress and the city, so move food freight and engineers into fortress, save for posterity (and for mailing)
495 AD Alpha Centari, and no battles ensue before the ship lands

Final Thoughts: well, did a lot of things wrong, but still got apollo before 1AD, and landed on the fewest possible turns for chieftan on OOC (earliest possible date was 436 AD, but would have been 17 more turns) I lost out on a good bit of the peace bonus too, dispite being allied with every civ for the entire game, probably because i didn't recontact everyone after MPE expired. definitely could have a lot more efficient, and probably lost a lot of gold/science by delivering after talking to the key civ instead of before. This most clearly would be demonstrated at 600 BC where i got 546 for undemanded hides freight, and 597 for demanded silver (2/3s cap on science for 1 delivery). could have just given the demand, then gone back and given the rest after delivery in a couple instances. I also delivered several freight when i didn't need to for the 1-turn science. I didn't do too badly though, given that i had a run of 20 consecutive turns with at least 1 science discovered. Knowing i was going to have so many extra turns before 1ad, i probably could have built more useful wonders, and earlier. I also could have saved a ton of gold by remembering the no-charge conversion between units and buildings, not only in the cost of IRB, but in that i might have built fewer food caravans in certain instances. ie rush the colosseum and then switch for the first 100 shields, instead of IRB caravans. I also forgot a lot of how trade triggers worked.

Anyway, thats enough moaning about how poor my 495 AD landing is ;) I'm happy with the result :D
 
To receive the points for peace, all the civs must be at peace. If any ai civ starts a war with another civ, your peace points stop.

ah, that would explain it - right after the greeks discovered communism, the only war in the history of the planet (other than barb raiders) ensued - a brief scuffle between the greeks and (i'm pretty sure it was) the vikings
 
Here is my OCC log, built a size 1 city at starting location, 4 specials but not known which ones. Excuse my short forms they are inconsistant

3900BC Cer->CoL
3880: Pha_>Col
3740: CoL->Mon
3620: MOn->Wri
3520: revolution,( not sure when mon discovered maybe3540 edit) not sure of odeo, but i could have switched when i discover Mon without a wait
3460: mon declared
3420: Wri->Cur
3320: Cur_>Tra
3080: Col->Van
3060: Mas->Con
3000: Van->Van
2960: Con->Lit
2940: van-Van
2840:Lit_>Mys, Warrior Code from hut
2740: Mys_>Phi
2700:Van->MarcoPolo
2680: MP->Lib, Trade with Greeks, Mys for Map Making get maps, Get Pottery from Zulu gave them 2 techs to get maps, From India get HB in returns for map making,, give Lit & Trade to get maps, give Vikings some useless tech to get maps, no one is near us
2500: Phi->REp_>Mat switch to Republic. Tax 0/Sci 70/Lux 30 will start to celebrate
2480: pop 6 Lib->Temp
2460: pop 7 1 unhappy citizen so buy a temple
2440: pop 8 Tem->Aqu, tax 20/80/0, i had mined the SW special it turns out to be silk
2400: Mat->Ast
2380: Everyone is hostile to me, I hate MUlti-civ, I had to give 3 techs to Greeks to get Iron Working
2300: Ast->Med taxes to 20t/50s/30l to start celebrating next turn
2280: Aqu->Van
2260: Size 9, set taxes to 20t/40s/40l to get rid of unhappy citizen
2240: size 10 set taxes to 10t/40s/50l to get rid of unhappy citizen
2220: size 11 set taxes to 10t/30s/60l to get rid of unhappy citizen
2200: size 12 set tqaxes to 10t/70/20l to keep city out of revolt, AI cities are size 3, we are supreme
2180: Van->Van
2160: Silk revieled in NW special square
2100: Van->Van
2080: Medicine->Wheel
2040: Indians start GL
2020: van->van
1940: van->van
1920: whe->eng
1860: van->van
1820: van->Shak
1800: Shak->Van , sell temple set tax to 20t/80/s/0l
1780 get University from Greeks for 4 tech to get them out of hostile to neutral
1760: Van->University though we may divert to a sewer
1740: Eng->San
1580: San->Ban switch prod to Sewer, switch taxes to 10t/60s/30l to start celebration
1560: Sew->Uni
1540: size 13
1520: size 14
1500: size 15 tax rate set to 10t/50s/40l
1480: size 16
1460: size 17
1440: size 18
1420: size 19
1400: size 20 Zulu start GL
1380: size 21
1360: size 22, Ban->Inv
1340: size 23, Ai cities are size 5 & 4, tax rate set to 2pt/80s/0l science every 6 turns
1320: celebration ends Uni->Mkt science is every 4 turns now
1260: Inv->Gun
1240: Mkt->Van
1180: Gun->Dem
1160: Van->Mus disband ph
1140: India lands a warrior i give a bunch of tech including gunpowder get polythiesm and 50
gp they ally
1120: mus->Van
1080: Dem->SeaF Revolt
1060: Democracy tax 10t/90s/0l
1040: van->van
1020: india builds GL
980: Sea->Chem
960: Van->Har
880: Che->Exp
860: Har->Van
820: Vikings build pyramid Van->Van
780: Exp->ToG van->van
760: trade with India, for Monothesiem, asked for a gift and they dissolved alliance
720: Cop->Van, discoveries now 1 every 3 turns
700: Zulu build Hanging garden, ToG->Nav
640: Nav->Bri India Trimeme shows up to the south
620: India tri runs away
580: Bri->Phy
520: Phy->SteamE grow to 24
460: Ste->Rai
400: Rai->Ind
340: Ind->Mag Viking tri shows think is empty, it runs away next turn, darn i forgot to set the settler to railroading
280: Mag->Met
220: Met->Ele
200: i built the 8 vams to build SIN college van->SIN
180: SIN->Fac discoveries every 2 turns
160: Ele->Ref
100: Ref->Ste
40: Ste->Eco
20: were only mighty somewhere recently we lost supreme status, and i wanted to be supreme for 1ad sav
1 ad sci back to 1 every 3 turns
population: 3m, no trade, 34g, Size=24
 
Balance of my log


20: Eco->Cor
40: India builds Leo
80: Cor->Ref Vikings offer an alliance if dec war on India, no
100: India ask for tech give plus a couple more including Ind, get maps find out they have a small city nearby, will have to please them to keep out a war
140: Eng->Eng size 23
160: Ref->Electronics
180: Eng->Eng size 22
220: Eng->Eng size 21
240: Electronics->Comb
260: Eng->Supermarket
320: Greeks ask us to dec war on Vik, no
340: Comb->Aut, Supermarket->Pow
460: Pow->Fre, scie every six turns due to pop decrease , 80% sci rate and higher sci cost
trade con for fue throw in phy for good luck
480: first and not last pollution, got a tech around not sure which one
500: another pollution, but we managed to clean both up, and discovered our production is greater then 50 for first time(52), fre->fre
520 Barbarians capture Vik city of Viborg
580: Con->Mas Fre->Rif
620: fre->fre, Gun+Nav+Met to Greeks I get Chi
640: fre->fre
660: fre->Dar
680: Dar->Fre Build Darwins Voyage, Mass->Lea->Tac, tax 30t/70s/0l
700: Freight being built every turn
720: use scientist instead of one sea hex, to keep a full food box
740: Fre->Hoo ,now that production is 67 build faster without using freight
760: have fully transformed the city area
800: Greeks complete KRC
820: India at war with Vikings, my power is only moderate
840: Tac->Mac
880: Hov->Alp
900: Alp->Fre for trade, run into India give them Conscription
960: Greeks wants us to dec war on Vik, no, build 3rd trade freight, start on transport
980: transport sets sail for India with unrequested goods start bank
1000: status
1010: mac->min Ban->Sto
1040: Sto->Bat tax 20t/80s/0l, Freight Gems->Delhi 362g Silver->Delhi 362g Beads->Delhi 362g trade routes are all size 10
1050: tax set to 10/90 discoveries every 6 turns
1070: Bat->Off
1080: Barbarians land 4 dragoons which of course are defeated by my alpine troop, Battleship finishes off Barb Fri, mov Alp to engage, this leaves Cap occupied by eng+naval units
1100: Comp->Mob, Off->Rea, production now 75, disband mus to get Reaserch lab in 2 turns
1120: Rea->Sup
1130: Barb Dragoons move in from SW
1050: Min->Computers
1140: India develops Communism, but I still have contact
1160: Mob->Rob, Sup->Bar
1180: Rob->Fli Zul build Sun Tzu capture Barb leader 150g Arm->Man
1210: Fli->Rob
1230: Man->Arm production 96 can do 97 if required
1240: Arm->Arm
1250: Rad->AdF Arm->Van for trade using LordValuna Trick to get beads where none available
1260: India builds Universal Suffrage & Mich Chap
1280: have 3 beads now will build a dip to get embassy with India
1290: Adv->Rok we are now inaquatate Dip->Fri for use to build Apollo
1300: Greeks build Magellan ask us to declare war on Vikings, no
1330:Rok->Spa first sign of Zulu a transport wanders by SW, Talked to India traded Tactics for Communisim(not that I need it) and gave them Steam Engine, they agreed to exchange ambassadors so I now have an embassy without expending a dip, never seen that before
348g for beads to Delhi x3, Sci set to 100% discoveries every 3 turns start Seti to switch to Apollo
1360: Spa->Pla
1380: Apo->SSS
1400: Pla->Ato, 50g from hut
1410: get embassy with Greeks
1420: give Ban to India
1440: Ato->NucFis
1460: discoveries every 4 turns
1480: NucFis->NuP
1500: Vik ask us to dec war on Zul, no
1510: NuP->Las
1515: have built 15 structurals in 15 turns no build frei to wait for rest of spaceship parts
1530: Laser->SuperCond
1540: India build Eiffel Tower am building 3 beads freight using trick
1550: SuperC->NuFussion , screwed could have been producing modules at 1 every 2 turns, switch prod to modules
1560: Greeks want us to dec war on Vik, no, give AdvFilight to India 348, 348, 334g for beads
1565: NFu->Stealth
1585: Ste->Gen
1595: Ind & Greek sign a peace treaty, this is 1st step to an alliance against me
1605: Gen->Esp
1610: have completed component, now will use 3 freight to start modules to get in 2 turns
1620: completed 1st module use 1 freight to get mod in 3 turns
1625: Esp->Rec
1635: 2nd module built, use 1 freight to start module to get in 3 turns
1645: Rec->Fut
1650: Give India Met, SSMod->StealthFighter Launch spaceship to arrive 1665
1651: transform a silk to wheat, set tax to 0t/80s/20l to celebrate
1652: Vik want us to dec war on Greeks, no
1653: India builds UN, size 21
1654: FT1->FT2 size 22
1655: size 23
1656: Vik & Greek make peace size 24
1657: not paying attention celbrate stops move alpine troop off hill to city, should start celebrating for two more turns, and Vik & Gre start war again
(rethink could have kept celebrating if moved alpine troop off unfortified hill big mistake)
1658: size 24
1659: size 25
1660: size 26 and celebration will end
1662: cure for cancer next turn will try to celebrate
1663: celebrate
1664: size 27, 39g for cloth to Karachi tax rate set to 0t/0s/100l game over
 
Ok so I was pleased with my overall game, despite some obvious blunders.
But I dont get it SCG is twidelling his thumbs while he waits for 1 ad so he can build SS
Yet in the early game I was better at some key markers than SCG.
For example reached size 12 at -2200 while SCG reached in -1860
reached size 23 at -1340 while SCG reached in -1380
Democracy I reached in -1180 while SCG reached in -1840
Shakespear built in -1800 while SCG built in -1660

I know I didnt do much in the way of tech bombing, nor trade Also I transformed some grass to hills cutting down on science, I thought you needed 80 shield prod for the SS Structures
I seem to be behind in tech are the above enough to account for the descrepancy?
 
I know I didnt do much in the way of tech bombing,
if you notice in my log, i was doing a bit of beaker counting (set science to 0, turn off all scientists), and it tells you how many beakers you needed for a discovery. in some cases the difference in beakers was astounding. Look at 460 BC, the tech dump dropped the # of beakers needed from 1426 to 930 - thats nearly a 35% drop.

nor trade
you may also notice that after a number of trade deliveries, I recounted how many beakers were needed for the next discovery and subtracted what i got on the delivery (every caravan/freight) gives equal amounts of gold and beakers, up to 2/3's required for the next discovery. So if you need 300 beakers for your next tech, your delivery is capped at 200 gp/200 beakers. I did a lot of deliver 1 caravan/freight and follow with a calculation of how many more beakers did i need for the next tech. I put it in my log to try to keep me from forgetting to do that. Its easy to want to just press enter :p. As a result though, i was able to get a lot of 1 turn discoveries, and still have gold to rush build most turns. While i didn't put it in the log (it would really be long if i had documented every van/freight i rushed), if i had the gold, i rush-built one each turn. Especially when hides were supplied since i could get a continuous supply of hides to supplement science.

Also I transformed some grass to hills cutting down on science, I seem to be behind in tech are the above enough to account for the descrepancy?

towards the end, i did change one grassland to a forest for more more shields, although in the end i'm not sure it did any good, but as noted above, being able to deliver commodities on a regular basis really, really helped my science and

I thought you needed 80 shield prod for the SS Structures
if you have the gold (and i certainly did with all my caravans/freight), you can rush buy them every turn - i did the structurals by rushing a barracks (160 gp) each turn and changing to structurals. On chieftan, for some reason, there is no penalty for changing between production types, so you only need 40 production for a 1-turn structual. In several cases, i used a bribed barbarian disbanded to start production as well. also, since i didn't build the manufacturing plant till after launch, i was able to rush that every turn and change to the more expensive modules to cut down on cost.
 
First GOTM I finshed since a very long time. I put an old harddisk with my Civ-copy in my Mac and can finally play Civ II again :-)

Not a great game for me though. I didn't keep a detailed log, but I spent most of the time searching for respawns. I think I saw every colour a dozen times, but still managed to finish by 600 AD. I was in the lead (powergraph) from the beginning, as you should be at Chieftain.

Still, a nice game to come back to.
 
Also, my scientists seemed to work faster than normal (is this my imagination?)

It is not imagination. In some rounds I got exactly twice as much points for science as my cities produced. The money didn't increase. Could not find a reason for this.
 
I went for landing, didn't fancy another hunt the respawn game, not finished yet but here's first part of log:

-4000 Rome(1), build warrior, other settler roading
choose Code Laws
Indians are in teh game, greeks too, start with 50gold??
zulu & viking
-3940 settler sw
-3920 warrior n
-3900 Code -> Ceremonial
-3880 prb settler 48g left
-3840 no free land to ne, prb settler 42g left
-3780 hut = 25g, rome size 2
-3740 settler
-3720 cer Bur-> Monarchy, hut = currency
-3700 prb serttler rome,
-3680 veii (2)
-3640 prb settlers
-3600 antium (3)
-3540 monarchy ->trade, next oedo 3460 change 3480
-3520 rome start colossus
-3480 revolution
-3460 monarchy
-3400 trade-maps
-3360 maps > mysticism
-3260 cumae (4)
-3240 neopolis(5)
-3220 myst-> writing
-3120 writing -> literacy
-3060 first boat takes settler west
-3040 pompeii (6)
-3020 pisae (7)
-3000 hut = horse, ravenna (8)
-2960 literacy -> philo
-2900 hispalis (9) on single tile 3 whales
-2860 philo -> the republic -> banking
-2740 banking -> masonry
-2720 virconium (10)
-2700 hut = masonry,
-2680 learn construction
-2660 lugdundum (11), lutetia (12)
-2640 construc -> maths, Rome build COLOSSUS
-2620 find greeks give 3 techs, alliance, no gift
-2540 maths -> astro
-2500 antium builds MARCO'S

zulu 5 techs despot - give maps,republic share maps, pottery for construction
vikings 1 tech, give maps & 2 other,share maps
indian 5 techs give 2 techs, share maps

-2480 byzantium (13)
-2460 give indians 12 techs, discov now 4 turns
-2440 astro -> seafaring
-2400 brundisium (14)
-2380 seafaring ->navig, discov now 9 turns
-2340 syracuse (15)
-2280 hut = medicene
-2260 ceasaeraug (16)
-2240 navig -> warrior code,
-2220 swap navig 4 warrior code zulu
-2200 choose iron working
5 boats with vans set off for india/vikings
-2140 antium Lighthouse, hut = nomads, palmia (17)
-2100 jerusalem (18), ceasara (19)
-2080 hut = nomads
-2060 hut = 100g
-2040 iron -> bridge, give indians 4 techs.
-2020 tarantum (20)
-2000 hispalis beads kaupang 62g, Rome dye kaupang 92g, spend all
-1960 bridge -> wheel. ravenna dye bombay 60g,
-1940 rome beads bombay 68g,nicomedia (21)
-1920 selucia(22)
-1900 greeks discover wheel, I discover wheel -> enginerr, dye hispaklis trondheim 80g, neapolis trondheim 40 odd g,
-1880 revolution
-1860 PYRAMIDS built, Republic chosen, taxes 1-4-5 to celebrate,artaxata (23)
-1840 hut - AT aurialarium (24),pisae dye bangfalor 120g,
-1820 Rome COPPERNICUS, Engineeirng -> Invention,antium gems bangalor 204g,
-1800 neopolis dye 120g,
-1780 invrntion -> democracy, cumae copper bangalor 50,vircon dye bombay 52,hispalis gems bombay 80g,
-1760 hut - aT Hippo regus (25)
-1740 taxes 1-7-2
-1720 demo -> physics,pomp beads bangalore 44,pisae wine delhi 210g,REVOLUTION
-1700 DEmocracy 1-4-5, give indians 4 techs
-1680 physics -> magnetism, nicopolis (26)
-1660 neoplos salt delhi 80g,veii wine bangallor 215g,londinium (27)
-1640 magnetism -> guinpowder, ebarucum (28), arretium (29), hut =100g
-1580 hunpowder-> university,hut = 50g,gordion (30), give indians 4 techs, beads vicronium bangalore 60g,
-1560 democracy collapsed, taxes 4-6-0
-1540 hut = 50g, aggrina (31)
-1520 cumae LEONARDOS
-1480 lutetia gems rome 68g,
-1460 democracy 1-5-4, rome wine bombay 255g, cyrene (32)
-1440 univ -> tog, tyrus(33)
-1400 tog -> economics, pompeii gold mombay 205g,
-1380 econ -> chemistry, verona (34)
-1360 wine hispalis bombay 365g,antium dye delhi 65g
-1340 chemistry -> explosives,ravenna silver madras 235g,cumae dye madras 144g,
-1320 explosives -> sanitation, corfinium (35)
-1300 hut = advance tribe mediolum (36)
-1280 sanit -> poly, treveri (37), sirmium (38),
-1260 indians polytheism, I discover poly -> steam
-1220 gems cumae bangalor 96g,
-1200 steam -> railroad,rome gold delhi 533g,taxes 2-4-4, hut = at augustorium(39)
-1180 railroad -> mono, antium Magellans, trapezus(40), bagacum (41),lugdun wine uppsala 123g, byzant copper bombat 126g,rome dye trondheim 126g
-1160 mono -> atomic theory, jerusalem hides bombay 112,syracuse wine 42g, lauracium (42), ravenna cloth madras 60
-1140 teurnia (43), van 80, curia (44)
-1120 atom theory -> metallurgy, naples (45)
-1100 greeks feudalism,hut = crusader, swap feud for gunpowder,issus (46)
-1080 van 64, hut = 50g, cunaxa (47), hut = 50g, metallurgy -> electric
-1060 cremona(48), vans 95 + 86 + 47 , cannae (49)
-1040 electric -> chivalry,capua (50)
-1020 turin (51), van 79 + 90 + 174
-1000 chivalry -> leadership,van 136

I decided to make Rome my SSC, I probably didn't switch to Republic / Democracy early enough which is usual for me. Not sure if I'm on for a 1ad launch or not.
 
3540 was an ODEO year you could have changed to monarchy then with 0 anarchy. I made the same mistake cause at the time I couldnt be bothered looking it up

I know. I looked up the oedo years after discovering monarchy, then realising I had missed that turn, should really have looked it up before. I played a sloppy game all round really, I think being on cheiftan level doesn't help, lulls you into a false sense of security. I keep forgetting to gift techs to the indians as well.

I had no sign of any Barbs until 1Ad, which I thought was odd.
 
I think being on cheiftan level doesn't help, lulls you into a false sense of security.
...
I had no sign of any Barbs until 1Ad, which I thought was odd.

I actually had more barb activity than usual, although in my case i think it was because i was OCCing and was alone the whole game on a moderately sized continent. Admittedly as for the false sence of security, only on chieftan would a caravan have a chance to survive two barb elephant attacks the same round :p I'm still a little amazed by that one.
 
I actually had more barb activity than usual, although in my case i think it was because i was OCCing and was alone the whole game on a moderately sized continent. Admittedly as for the false sence of security, only on chieftan would a caravan have a chance to survive two barb elephant attacks the same round :p I'm still a little amazed by that one.

Actually I was mistaken, it was 1000bc not 1ad when the barbs started, I haven't got to 1ad yet!

If I remember correctly the Barbs strength of attack is adjusted by the level played on, there's a thread somewhere here about it, on chieftan level the attack power is 25 or 50% of what it should be.
 
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