GOTM107 - Final Spoiler

civ_steve

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GOTM 107 Final Spoiler - Persia, Game Submitted



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Another Deity level GOTM is in the bag. :) Did you control this one early on, or did it require some late game strategy to finish it off?
 
this one had nearly ME bagged early on... ;)

that is how my game went in the MA, to the end, because i never reached the IA:

i draw Eng as a monopoly. Lucky me. Trade it for Mono+Feud+cash+maps etc.
510 GA ends, break deal with India and shoot my rep after some consideration when things look not too bad. Trade for Theo and Inv. My cats go 0 out of 7 against Delhi. Kill 6 (1 pike and 5 spears) defenders with only 1 immortal lost, taking the city with HG and TGW! Then I dare and revolt, for 4 turns of angst…
490 my 10th e victory spawns my 1st MGL
450 is it complete nonsense or good playing? I rush the PALACE in Delhi. Choose Republic.
170 see the first WE from India. But they are already officially gassed.
150 GP is out there, my min research is 23 turns away.

ad
50ad after a long and difficult battle, the Indians are finally gone. Leaving me with their lands, pop and wonders as a superpower amongs Deity AIs. Fail at a steal attempt of Chemisty from the Zulu, that are the leading power on the other end of the Pangaea. They declare, providing WH.
110 Babs ally with a foe just when I think they might be a good next victim. See first zerk.
200 5th lux connected
260 Greeks destroyed Germans
280 with 20th e victory I spawn my 2nd MGL, ending my struggle lacking a 2nd core if I manage to bring him back to Persepolis!
310 hurry FP in Persepolis. Make peace with Zulus, steal Chem. Start research again.
320 finally 2nd core installed. 6th lux connected.
430 MT in, upgrade first cavs. Turn off research. >+600gpt.
460 destroy Vikes
510 take 2 Zulu towns, gaining the 7th and 8th lux, connected to the empire. Make temporary peace. Attack Arabia, taking 3 towns and disconnecting their iron.
530 see the first Ansar, he wins, probably triggering the Arabian GA
560 take Mecca with Pyramids and Leo´s as well as Sun Tzu´s in another Arabian town
570 finish Arabs off
610 start war against mighty Greece which has saved all its units for me and the final showdown. They have cavs and everything, so they are a serious foe.
670 Zulus gone. They were huge, but only built impi and longbows… deadly, but for themselves.
I lose one turn towards victory by a single health point of the last Greek unit defending a town! :(
690 Greece conquered, no settler on boat! I am roughly 300 tiles below the dom limit.

i had 69 elite victories and got 5 MGLs, with my 10th, 20th, 49th, 54th and 66th e victory. the later ones were used for profane builds.

i do not expect to get anywhere close to the top, or put up a serious challenge for Megalou´s game with this results. but i enjoyed coming from so far behind and still win, on Deity.

i won´t be playing much civ in the nearer future, so this game might as well be kind of a farewell to a regular XOTM participation. thanks as always to the staff.

templar_x
 
450 is it complete nonsense or good playing? I rush the PALACE in Delhi.
To be honest, it would have been good playing if you had hand built FP somewhere else. Were you afraid of a flip since you didn't hurry FP in Delhi?

I have to say your result is impressive. Your game developed very differently from mine. Every AI pretty much kept their original territory until I rolled over them. Does it have something to do with you keeping everybody at war via alliances and me not doing this except in the beginning for war happiness and protection? It nearly cost me, because the last three AIs reached the Industrial age. Apparantly none of them got Nationalism and I only had to eliminate one of them to achieve domination.

I also had some trouble with establishing a second core. Rather stupidly, I used my first leader (280 AD) for JS Bach instead of palace even though I had built the FP in my core. The second leader (390 AD) hurried palace in Athens. The Greek core could have contributed more cavalries had I not been so fond of Herr Bach. Well, I guess it comes from playing too many short sessions. Here's the whole story:

MIDDLE AGES - 875 BC to the end
Now uninterested in Chivalry, we choose Engineering for research. We will build a small task force of immortals.

The question is who to attack. India for proximity? Babylon for Pyramids? Selected towns of a distant civ for safety? Well, India will have a lot of pikemen and Babylon won't. And Babylon has a nice collection of fragrancies.

Let's hope for a Great Leader, but with slow units, the chance is slim.

We'll wait a bit to build warriors, though. First there'll be some regularly built immortals.
In 775 the backwater Arabians declare war after demanding Polytheism.

We sell our only horses to Germany for 14 gpt. They will have their own horses soon anyway. In 590 the bloated Zulu empire makes demands and we gain war happiness. A horde of Arabian brutes appear and so we are forced to sign for peace with them, throwing in an alliance against Zulu. I have pillaged my own iron and have three towns making 10 spt. But I want to be able to do decent research, so the upgrades will be limited to around 8 plus two spearmen (for a total of 3 pikes.) With normally built immortals following along, we should be able to take Babylon, perhaps just after it has finished Hanging Gardens. 10-15 turns before Military Tradition we will start building horsemen for upgrades.

A problem seems to be that all the action takes place to the east while I am planning to invade Babylon to the north. It's a good thing the Zulu live so far away, but they are at war with India too, who could draw troops to us.

I am trying to claim the furs to the west but there is little protection. We resign ROP with India to give the Indian troops God's (or Shiva's) speed towards Zululand.

In 510 BC we get to trade Invention (1 turn) for next to nothing. We are able to sell Invention to Greece for a modest stack of gold and gpt. We trade Monarchy from Babylon for 29 gold per turn, make repeated outrageous demands on Babylon (many enough to make anyone furious) and then demand their stray bowman to leave our area. In the ensuing war, our one available immortal is barely able to kill the trespassing bowman (the immortal is red-lined) and I would only have had my two weak chariots available if the immortal had failed.

So I didn't use my immortals until longbowmen were in the loop. This gives me a queasy feeling that I have waited too long. But it could also show that research has been decent. I don't believe in conquering this world without cavalry.

Our invasion starts badly. We waste 2 immortals on a well-defended Ellipi, starting the Babylonian GA. Let's hope they can get Hanging Gardens thanks to it.

In 430 BC our attack goes well with the upgraded units in place. We trade Gunpowder (2) from Scandinavia for 17gpt, even though no other civ has gold to offer for it. Tyre turns out to be founded on saltpetre.

The AIs who have or will have their own saltpetre are:
Babylon
India (2)
Scandinavia
Germany
Zululand has it in a lonely town far from their home but rather close to us. They also have their only iron there.

In 270 BC we capture Babylon after waiting 2 turns for them to finish Hanging Gardens - historically appropriately for once. They actually did. They were the only capital to build HG and I figured they would make it. But I could hardly have waited even one more turn. I only had 3 immortals left to use when the great city fell.)

When Babylon (the nation) is finally terminated in 30 BC no Persian "Horrays!" can be heard. The immortals designated to grind Greece down have been decimated by around half a dozen by super spearmen in the last Babylon city. There are now only 16 immortals up in the north. In 10 BC (IT) the Greeks save us the moral qualms of declaring on them. We are not perfectly positioned, but troops positioned to quell resistance make sure we don't lose any towns. Our new plan for Greece is to use our first cavs to break the first Greek wave, capture 2-3 cities, and then leave the rest to the immortals. (I may have done it this way anyway, since slow units only doesn't go well with smart wars. Besides, I will need to have almost all 29 horsemen upgraded before an attack on India can bear fruit.) When this phase is over, all cavalries can turn against India. A gratifying fact is that India is in a prolonged war with Zulu and have sent dozens of elephants there. With any luck, they will have wasted their Golden Age on that. But the number of elephants is a bit awe-inspiring and there could be peace soon. If there is, I will wreck my rep by reallying India against Zulu, giving them MT if it's necessary.

IN 10 ad Military Tradition comes in.

In 90 aD India does sign for peace with Zulus. I immidiately sign an alliance with India against Germany, who has declared on us a couple of turns back. It's a pity I will have to break that alliance, but Indian troops can't be allowed to stomp back home through our territory.

In 130 AD Kolhapur flips to us. I can't recall when I last got a flip my way in the build-up phase of a deity game. The odds were about 0.6-1% according to civ-assist. How about that free musketman!

It's now 190 AD and the Greeks have just been eliminated. It went quicker than I thought; the cavalries were involved more than I had planned (none died) but this is OK since I still have 6 horsemen and one accursed CHARIOT to upgrade. Now all cavs and even a few immortals head south to roll over some elephants (?)

The Indian war started almost as badly as could be feared. Die-hard musketmen were redlined but seldom killed. An elephant sitting on a mountain on its way through our territory defeated two cavalries before succumbing to the third. Lastly, I failed to take a size 12 town because I sneezed(!) the moment I was going to attack the last defender, pointing and clicking on the wrong tile! We captured 2 core towns and one minor town, which was OK, but with too many losses.

But in 280 AD the Indians are crushed as Delhi and another core town falls. A leader builds JS Bach's Cathedral, a project that had been abruptly curtailed for Delhi's labourers. This was an easy choice for me for the leader; besides boosting the score slightly, JS Bach will be a shield against war weariness. But what am I thinking? I was going to use that first leader for a palace in Babylon or Delhi. Ah well, it's so late in the game (hopefully) that it will make little difference.

India did send back 8 elephants who did cause me some losses, especially the immortals hanging out in the east; all of them (5-6) died. But in 350 AD the fun was over for Gandhi. Doesn't being a poor, enlightened vagabond suit him much better anyway?

In 380 our second great leader emerges (in the newly started Scandinavian war) to hurry palace in Athens. In 440 the Scandinavians are gone. I expected heavy resistance in Nidaros, with 5 wonders, but three vet musketmen were lured out on the turn before annihilation, so I faced 8 defenders instead of 11.

But on the interturn of 440 AD all the three remaining civs enter the Industrial age. This year we declare war on Arabia, wavering the ROP rape method according to an ancient Templar code.

In 470 the Zulus attack us from out of the blue. We can't afford to have Zulu cavalries galloping through Germany so we ally Germany against Zulu for 91 gold per turn.

In 530 our 3rd Great Leader hurries library in Mecca. On the same turn the strong Arabs are eliminated. But we are 67 tiles from the domination limit. Now the question is if we should disband 2 cavalries per town for libraries instead of quelling resistance. We decide to do it: Settling the gaps in Arabia AND quelling resistance with only 29 cavs and the odd immortal/musket in order to hurry libraries takes too long. And capturing Zulu towns will also be slow because roads are blocked by German troops. (We did manage to capture one Zulu city via ship.) We sacrifize 9 cavalries to hurry 5 more libraries. Two turns later we disband-hurry temples to shave off one turn on expansions. In 560 domination victory is announced, 40 tiles above the limit.
 

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To be honest, it would have been good playing if you had hand built FP somewhere else. Were you afraid of a flip since you didn't hurry FP in Delhi?

see the one who did not suffer early disease talk! :)

i am asking you the question again, after telling you that up to quite late i could not save a single shield away from my ridiculously tiny production base in order to survive and :hammer: my AI enemies.

yes, i was afraid of the flip, as the chances were way too high and my forces way too weak at that moment.

great you finished you game and even lived up to the Templar Code. ;)

templar_x
 
Yes, I noticed that the Indian conquest took time so that the flip risk persisted. However, I would have expected some risk taking. You chould have founded a new town near Delhi for the FP, but I take it your resources were stretched even for building a settler instead of military.
 
true. since i never got to build a granary, my population count was absolutely pathetic when i started the attack.

there was another reason, but maybe it was not good enough: Delhi was on a hill and size 12, a strong town. India had iron. my few forces could not have easily taken it back if it had flipped.

otoh, it was a very well located and strong capital/fp town. still, it was a mainly tactical and not a strategic decision. tactical in order to make sure there still was a "later" when any strategy could have worked out.

at that time it seemed like a daring but good idea. in hindsight, i am not sure, so my question was absolutely serious. i dunno. definitely it was a very good base for the following attacks on the other Indian core towns.
risk was always very high to lose any moment, dunno if taking even more risk could have worked.

for sure i underestimated how fast corruption will grow in Persepolis after the jump and setting up the 2nd core. with everything improved, the handbuilt FP would have taken a long time to get finished. maybe i should have built a few fewer towns that raised the corruption.

i like how the HG-gamble turned out in your game.

templar_x
 
I was quite satisfied with my result and thus impressed by the that only 13 turns separated us in the end. Besides, conquest sounds harder than domoination to me, although I would have needed a long term plan for conquest (eg keeping AIs at war to slow down research, like you did) in order to know for sure. I'm sure it was reasonable of you not to hurry FP in Delhi. Deity level is all about calculated risks.

I found that corruption and waste were quite low in my RCP4 ring. Out of 11 shields per turn only 1 was corrupted provided the towns had roads that lead directly to them. (For a while I had a town that was connected by a "distance 5" road and that cost one extra waste.) Obviously the relative ease by which 10 shields could be reached in most core towns was decisive for making this game winable without great risks or special tricks.
 
:eek:i did not know that the way the towns are connected has an influence on corruption.

templar_x
 
I had a vague knowledge of it. Here I saw it very clearly as I was struggling to get one extra shield. Maybe I'll find the time to post a screen shot.
 
Well, conquest was achieved in 510 AD, but it should have been much sooner. I had one immortals unit sitting in a tiny town in the jungle. India had cavalry and rifles, and they wasted several turns bombarding roads in my territory before moving in.

I survived (and grew through) two wars before India attacked, though, so I'm reasonably pleased with how the game went. I have a nice collection of red ambulances, so I'd really like a green one to go with them, but I expect my high 300's score won't be good enough.
 
is there some irony i do not understand, or how could you expect to collect an ambulance with a 510ad conquest victory?

templar_x
 
Yes, it was a conquest loss, not a win. I need a much better start to win on deity, especially with PTW.
 
thanks for clearing that up to me, CKS. for one moment i had the idea that you could mean that it was an indian conquest, but on the other hand, how could an AI conquer the whole pangaea by 510ad? so this was off the table for me.
i still believe you surely mean they have conquered you, but did not achieve a real conquest victory... but now that i am thinking i believe i remember it may be called a "conquest loss" when an AI destroys your civ.

with the little early production available this game could easily be lost by anyone. for a long time, my puny empire would have fallen to even the weakest AI if they had decided to invade with only a handful of units.

templar_x
 
Having entered the middle ages, I quickly trade whatever I can and get a world map.

WOW !! With all the "bad terrain" the AI are not as far ahead as I had feared.
Revolt into Republic.
Start to build some culture in my capital as a back-up to my backup of domination if a conquest victory is out of the question.

Sorry I don't take notes, but heres how it worked out.

All my immortals are on my east border having recently finished off the Indians.
Build knights for an attack on Bab's again, this time with the help of the Greeks.

Two turns into that war, the Zulus decide to take my new "Furs" town and start a war. Enlist all the help I can get, Arabians dont want to play so Germany keeps them busy for the most part. Vikings are already gone.

Start research for max possible and head for military tradition.

Meanwhile, pick up Tzu's art of War from the Bab's.

At war with Greece and picked up Leo's one turn before I get Military Tradition.
Gotta love the timing.

More Later.
 
@templar_x,
The Jason best dates have been announced in the jason calculator. There is a 15 turn difference between domination and conquest so it will be closer than I thought between us; Firaxis score will decide it. With you at 300 tiles below the domination limit at the end, I have some hope, I must say.
 
@ Megalou -
if it really gets close and i *lose* i will have an investigation team (say, CSI ;)) examine the germs in Persepolis and find out if it was you who sent the pest into my capital several times in my early game :lol::lol::lol:

templar_x
 
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