GOTM115 - First Spoiler

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GOTM 115 - First spoiler, Germany, the Ancient Age



Reading Requirements:

  1. Must be able to research a Middle Ages Technology.

Posting restrictions

  1. Feel free to discuss distant contacts and trades, but be discreet about locations or directions of any AI.
  2. No discussion of middle-ages (or later) including resource locations.
  3. AS ALWAYS, do not post Spoiler information for ANY other 'X'OTM contest.


Finally, the spoiler is out! First, where did you place your capital? Second, how did the Barb speed-bumps work? (Or did the AI clear them out?) Third, how did contacts go? Fourth, how are you doing as the AA ends?
 
swordsman_small.gif

Predator, goal is military conquest.

Firstly, worker N, to see if that tile NEx2 was by chance a floodplain (nope). Then, i settled NWx2, hoping to build a good ring of cities even without a four-turner. The initial build sequence ended up being warrior -> warrior -> settler -> warrior -> worker -> granary. Not the best possible, but with barbs roaming around from the very beginning i didn't want to risk leaving stuff undefended.

At first, i decided not to build a granary by now - that's why i started researching Alphabet instead of the more usual Pottery - but then i saw that there was, indeed, some room to expand and with a granary and constant micromanagement Berlin could be made into a decent six-turner.

The barbs were scary but a single fortified warrior, twice on hill and once in a forest, was able to survive 3 attacks (although it did remain regular). After that the barbs ceased to be an immediate threat and i could proceed as usual. Later on, i managed to destroy 3 barb camps before the AS took care of the remaining, but once again no promotions came out of the fights.

First contact was made in 3050bc, when i spotted a Zulu scout oversea. An Aztec jaguar was met on the northers istmus in 2430bc. The remaining enemies were met by trading techs later on.

Cities were built at RCP 4 from the capital. With Berlin tossing out settler as fast as possible, I could carve out a decent productive ring and also seize control of the luxuries in range before the AS could get to them.

Research was somewhat a pain. With Alphabet i was able to trade Pottery with Zulu and nothing else. I got first on Writing, but it wasn't enough to get all the techs and contacts: i could only met France and Rome and obtain Masonry and Bronze Working. Later on, someone sold contact with us to Russia and i could arrange a second round of trade, in which i met the remaining Celts and obtained Iron Working, Wheel and Mysticism. Map Making was another first, and with that i could obtain the whole maps, Horse Riding and Philosophy. Alas, Code of Laws was still unknown, so i had to go for it by myself, only to be beaten half-way by the Russians. Not a big deal, since i could buy the remaining part of it and go full-steam on Republic.

Unfortunately, all the AS were quite short on cash, so i couldn't collect a decent amount of money with trade, and that became quite a problem later on.

I met the 1000bc mark with 9 towns, one of which settled in the Aztec landmass, that would later serve as a beachead where i could both amass units to attack the Aztec core and at the same time send quick reinforcements with galleys.

The plan was to wait until Republic before attacking the Aztecs, in order to avoid the nasty poprushing of units under despotism. Meanwhile, i would stockpile units on the beachead city. In theory it would have been fast, but unfortunately the AS contined to be broke, so at a certain point i had to slow down research to avoid going broke myself. Moreover, with almost no money coming out from the AS, it soon turned out that even a limited mass-upgrade of warriors into swordsmen would have been unsustainable. So i connected iron, started to build swords directly, and kept the vet warriors ready hoping to upgrade them later.

When the stack was ready, Republic was still many turns away, so i decided to gather a 2nd stack on a mountain still free of Aztec influence, that would have attacked a different city. Republic was finally achieved in 800bc. The immediate revolt gave me a nasty 7 turns of anarchy, that were later reduced to 4 with the reroll. In the interturn, i sold Republic around, getting all the techs to enter the middle ages, but once again almost no money was collected, and that meant leaving the vet warriors stacked in the coastal city, ready to be sent oversea but unable to achieve the necessary upgrade.

Russia got Monotheism with the scientific bonus, and i got Engineering. Having missed Feudalism was disappointing, as it was the successive invasion that, thanks also to a scarcity of swordsmen, bore a larger amount of casualties than expected, preventing me to execute the blitzkrieg i had in mind... i suppose i had to pay back in some way the initial luck i've had with barbarians. But this is matter for the next spoiler.

Here's a log of my progress:

Tech log:

4000bc: Warrior Code (prerequisite)
2850bc: Alphabet (research); Pottery (trade, Zulu);
2430bc: Ceremonial Burial (trade, Aztecs);
2030bc: Writing (research); Masonry (trade, Zulu); Bronze Working (trade, Rome);
1830bc: Mysticism (trade, Russia); Iron Working, Wheel (trade, Celts);
1525bc: Map Making (research); Horse Riding, Philosophy (trade, France);
1450bc: Code of Laws (trade, Russia); Literature (trade, Celts);
_800bc: Republic (research); Mathematics, Polytheism (trade, Celts); Construction (trade, Aztecs); Currency (trade, France); Engineering (scientific bonus);


Cities until 1000bc:

3900bc: Berlin;
3150bc: Leipzig;
2150bc: Hamburg;
1830bc: Konigsberg;
1650bc: Frankfurt;
1475bc: Munich;
1325bc: Heideburg;
1175bc: Nurenberg;
1050bc: Valhalla;


Contacts:

3050bc: Zulu;
2430bc: Aztecs;
2030bc: France, Rome;
1830bc: Russia, Celts;


Wars and kills:

none yet :P

The attached pic is a screenshot of my territory the turn before the beginning of the middle ages.
 

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This set is going to be another space race and things are looking relatively good by the end of the AA. Didn't enter the MA until 350BC - got to work on getting through the AA at a faster clip.

Settle Berlin in place. The barbarian spears threw me at the beginning but they mostly ended up impaling themselves on my warriors. I did have an unfortnate turn 3000 BC where the spear kills a warrior and my only worker. I don't put out a new worker until 2750 BC and that just drove me nuts. Clearing out the barb hunts to the north along the landbridge without much trouble. I decide on an RCP4 for the first ring, RCP6 for 2nd ring, not that there's much room.

2030 BC - Meet the Aztecs
1650 BC - Monty declares
1550 BC - Meet the Zulu
1500 BC - Meet France
1400 BC - Make peace with the Aztecs. Meet Russia and Rome.
1075 BC - Meet the Celts.

QSC stats: 9 cities, Pop: 16, 8 workers, 5 warriors, 6 archers, 1 spear, 3 swords. Score: Firaxis 250; QSC Score: 2966. Contacts: all. No embassies. Techs – all mandatory except CoL, currency, construction. Also missing republic, monarchy & lit. Lit due in 11t. Intend to destroy Aztecs quick and set up second core in their lands w/FP. Then I will settle into a peaceful routine and shoot for space.

825 BC - DOW on the Aztecs.
775 BC - Seize Teotihuacan
IBT - Lose Teotihuacan
750 BC - retake Teotihuacan and it is mine for all time.
710 BC - peace with Aztecs.
610 BC - my one and only GH and it is empty. Typical.
550 BC - Zulu delcare on me.
510 BC - Zulu build the GLB. :D
490 BC - ship chain from 1st core to Aztec/Zulus ready.
390 BC - 1st GL - rush FP in Teotihuacan for 2nd core.
350 BC - Enter MA.

An early GL is very unusual for me. I take this as a very good sign! :)

Complete Turn Log
Spoiler :

4000 BC – move worker to cow. Found in place. Berlin>warrior. Set pottery at max, due in 13t at break even.
3950 BC – Workers installs a sprinkler for the cows.
3800 BC – Berlin warrior>warrior. Name warrior #1. Send warrior #1 s.
3750 BC – Warrior #1 SW. Worker adds a road for the cows to cross.
3700 BC – Warrior #1 SW. Gulp. More coast in site. Hope there is a land bridge somewhere close by. Got to up lux to 20%. Pottery in 7t.
3650 BC – Berlin Warrior>Wariror. Warrior #2 moves E to explore small protrusion. Might be a land bridge here – or just the tip the land time. Confirm or deny. Verified denied. But see land to the east. Also see a fish (?) to the north. Warrior #1 S. Looks like it connects in the SE.
IBT – ‘sedimentary’ barbs appear in the north – not being o sedimentary.
3600 BC – Worker done roading, moves to BG. Warrior #2 moves to cover. Warrior SE. Move science up to 80%, pottery 4t.
IBT – barb forts on hill. Okay. That will give me time to produce another warrior out of Berlin to kill him.
3550 BC – Worker mines BG. Warrior #2 move to confront barb on hill. Warrior #1 E. Hmm. Keep changing my mind. Maybe no land bridge after all?
IBT – barb moves off hill to position an attack on exposed worker.
3500 BC – boarders expand. See silk buried in jungle. Goody! Berlin warrior>warrior (one more before granary). Warrior #2 earns his stripes by killing the northern barb. He is now sedimentary. Or maybe just sediment. Warrior #1 SE. See gems! Warrior #3 moves W. Scales at 3.6.1.
IBT – barbarian spearmen appear? What?!?!?
3450 BC – Move Warrior #3 to hill to intercept barb spears. Warrior #2 forts to heal. Warrior #1 SE.
IBT – another barb spear appears. A barb spear impales itself on my Warrior #3 and flawlessly dies.
3400 BC – learn pottery, decide I need horses. Start TW at 70%. Due in 20t. Berlin warrior>warrior. Move Warrior #4 onto a hill as well. Warrior #2 is healed and moves to protect both Berlin and worker. MM to BG to make a warrior every 2t. Warrior #3 forts on the hill. Warrior #1 S to continue exploring possible landbridge. Climbs onto mountain with gems and it now seems unlikely there is land bridge here.
IBT – barb spear flawlessly impales itself on Warrior #4. Other barb spear retreats to the north.
3350 BC – with danger past (for now), swap Berlin to granary. Warrior #2 goes onto garrison duty. Warrior #4 NW. Warrior #2 SE. Confirm no land bridge. Will head back W. Warrior #3 SW to mountain.
3300 BC – Warrior #3 W. Warrior #4 N. Find more silk and see retreating barb spear. Warrior #1 starts heading back to scout lower southern coast.
3250 BC – worker finishes mine start a road. Warrior #3 W. Warrior #4 forts to watch barb spear.
IBT – barb spear forts on silks. Okay. I’m in no hurry to kill you.
3200 BC – Warrior #3 S.
IBT – barb spear starts heading back towards Berlin.
3150 BC - Start drawing in all 4 warriors to protect worker and granary build.
IBT – barb spear forts again, which is good.
3100 BC - Breath a sigh of relief. I put Warrior #4 on the hill between the spear and Berlin/worker. Move worker to BG. Take Warrior #2 off guard duty and move to cover worker. Warrior #3 & #1 go back to scouting duties.
IBT – barb spear moves to hill as expected.
3050 BC - Put both warriors on top of worker. Move warrior #1 back towards capital as Warrior #3 is almost done scouting the south.
IBT – spear flawlessly kills warrior #4.
3000 BC – warrior #1 towards capital. Granary is safe for sure now.
IBT – spear kills Warrior #2 and my worker. Grrr.
2950 BC – Berlin granary>warrior. Warrior #3 moving north.
IBT – spear retreat to hill to heal.
2900 BC- Warrior #1 into capital.
IBT – spear forts.
2850 BC – New Warrior #2 created. Start worker. Fort both warriors in capital.
2750 BC &#8211; Berlin worker<warrior. Fan out warriors to kill spear.
IBT &#8211; spear flawlessly impales itself on warrior #3.
2670 BC &#8211; Berlin warrior #4>settler. Fort 2 warriors in capital. Send 2 warriors to finish scouting north.
2550 BC &#8211; find northern land bridge with barb camps. Only warriors left guarding the forts.
2510 BC &#8211; Berlin settler>archer. Move settler towards first RCP4 site. Move Warrior #3 to cover settler. Warrior #2vs barb camp &#8211; flawless victory. Move lux slider to 0%.
2470 BC &#8211; the people hear about our great triumph over the barbarians and decide to mow the lawn. Worker mine>road. Warrior #2 presses his luck and goes for barb camp #2. Win. -1hp. See 2 more barb camps on land bridge. Sigh.
2430 BC &#8211; found city #2 Leipzig>barracks.
2390 BC &#8211; Berlin archer>worker. Send archer towards land bridge. Find spieces.
2310 BC &#8211; Berlin worker>settler. Worker starts a forest chop. 2nd worker to Leipzig. Warrior #2 vs barb camp &#8211; flawless victory &#8211; and still no promotion &#8211; still 3/3 warrior.
2270 BC &#8211; Warrior #2 forts for archer.
2150 BC &#8211; Berlin settler>settler. Move settler with warrior escort towards southern RCP4. Archer joins warrior on the land bridge.
2110 BC &#8211; archer and warrior smash barb camp and advance.
2030 BC &#8211; City #3 Hamburg founded at RCP4. >worker.
IBT &#8211; Aztec archer comes it view.
1990 BC &#8211; Berlin settler>archer. Move settler towards spices on the land bridge even though I need core cities. I want to grab the land before the Aztecs can move in. I also fort my units on the land bridge so that Aztecs cannot cross.
Talk with monty and he has everything I have plus CB & IW. Offer him 75gp for CB. I see we have the same # of cities. That&#8217;s good.
1950 BC &#8211; Leipzig finishes its barracks and starts on archers.
1790 BC &#8211; I can see one of Monty&#8217;s cities. It looks like it will be an early battle with monty for land. Trade Monty Alpha & 5gp for Masonry. Set for writing. Settle hill by spices and start a temple to grab the cow across the sea. Roading towards spices. I need to get water up there. Berlin settler>warrior. Send settler towards SW RCP4 site.
1675 BC &#8211; find horses by monty.
1650 BC &#8211; 5th city down in RCP4. See for Jag warrior. I&#8217;m average to monty.
IBT &#8211; Aztecs declare war. Warrior #2 kills a jag warrior on defense -1hp. Flawlessly retreats a 2nd jag warrior.
1625 BC &#8211; 2/3 Warrior #2 pushes his luck vs 1/4 jag warrior &#8211; win, finally promotes. Suddenly now I&#8217;m weak vs the Aztecs after putting to jag warriors into a grave. Start advancing my archers onto land bridge. See Zulu boarders but can&#8217;t see them.
1575 BC &#8211; Warrior #2 finally dies to an archer.
1550 BC &#8211;Meet the Zulu finally. I&#8217;ve got Alpha, they have IW but no trade possible.
1500 BC &#8211; Meet France and, of course, Joan knows everything. Showoff.
1450 BC &#8211; miss a riot in Leipzig.
1425 BC &#8211; 4/4 archer vs 3/3 archer &#8211; flawless win, promote.
IBT &#8211; 3/3 jag vs 5/5 archer loses but redlines archer.
1400 BC &#8211; Monty will give peace, IW & HBR for 10gp. Okay. I didn&#8217;t want the warrior anyway. I now know the Russians and Romans. We&#8217;ve got Iron! Move worker to road hill.
1350 BC &#8211; silks are hooked up.
1275 BC &#8211; Iron connected, start swords.
1075 BC &#8211; pick up MM. France, Russia, Zulu, Aztecs already know it. Rome will offer Myst and either math or phil. I know the celts now. They have Myst and Math only and will toss in 3gp. Give it to Rome first for Myst & Phil. I see the Celts have poly and a lot of people don&#8217;t have it yet. Give the Celts MM, Phil, 9gp & 2gpt for poly.

Rome will give Math & TM, all they have. France will give math, 12gp, TM, all she has. Russia will give math, TM, 5gp. Zulu have it. Aztecs only have math, TM & 1gp.

Best offer if France, trade for Math, 12gp & TM. Give it to everyone else for TM & remain gold to offset my costs for buying it. End by give poly & 8gp to Rome for WM and I can see everyone now. Thanks! Not bad for about 40gp.

Set tech for lit.

1000 BC &#8211; spices connected. Moving army towards Aztecs.

QSC stats: 9 cities, Pop: 16, 8 workers, 5 warriors, 6 archers, 1 spear, 3 swords. Score: Firaxis 250; QSC Score: 2966. Contacts: all. No embassies. Techs &#8211; all mandatory except CoL, currency, construction. Also missing republic, monarchy & lit. Lit due in 11t. Intend to destroy Aztecs quick and set up second core in their lands w/FP. Then I will settle into a peaceful routine and shoot for space.

****

After QSC

At 1000 BC I am told I have an average military vs the Aztecs. Well I&#8217;ve got a stack of 3 swords and 5 archers ready to knock on their front door with more coming. Monty should know better than to attack me.

We&#8217;re all even on techs, I&#8217;ve got Lit coming in 11t.

850 BC &#8211; in position to DOW but Aztec borders expand so I need to retreat a step or trash my rep. Darn.
825 BC &#8211; DOW on Aztecs. Move stack into borders and plan to head towards Teotihuacan first.
800 BC &#8211; 5/5 archer vs 3/3 archer &#8211; win, -2hp. Advance stack.
IBT &#8211; movement but no attack. At least 1 sword and 2 workers ran into Teotihuacan.
775 BC &#8211; 4/4 sword vs 3/3 spear &#8211; win, -1hp. 4/4 sword vs 3/3 spear &#8211; lose, -1hp. 4/4 archer vs 3/3 sword &#8211; lose, -1hp. 3/3 sword vs 2/3 spear &#8211; win, -1hp, promote. 3/3 archer vs 2/3 sword &#8211; lose, -1hp. Promtes. 3/3 archer vs 2/4 sword &#8211; flawless loss. 3/3 archer vs 3/5 sword &#8211; finally win, -1hp, capture Teotihuacan.
IBT &#8211; lose a sword, an archer and Aztecs retake Teo.
750 BC &#8211; 3/5 archer vs 3/4 archer &#8211; flawless win. Retake Teo. My stack is gone. I have a sword and archer in Teo, +2 slaves. Two reinforcing swords are on the way.
IBT &#8211; zzz
730 BC &#8211; pick up lit. Move sword out of Teo by mistake.
Rome has constructions, Russia has CoL. Neither will trade.
710 BC &#8211; Teo riots. Aztecs will give Currency, 17gp & WM for peace. I accept.
Trade France Lit for CoL & WM. Give Lit to Zulu for WM & 65gp. Celts get it for 62gp. Rome will not give up Construction for anything. I trade them Lit & Currency for 2 workers, 8gp & WM.
Set for Republic in 27t.
Swap builds to libraries.
610 BC &#8211; Warrior #3 grabs a GH. Village is deserted. Figures. My one GH is empty.
Libraries are building and Republics is now due in 15t @ -5gpt.
590 BC &#8211; Russia demand TM & 10gp. I see I am average to them. It&#8217;s not worth a war. I give it to them.
570 BC &#8211; Aztecs finish the Oracle, the most useless of all wonders.
550 BC &#8211; French build the pyramids. Miss a riot in Munich. Zulu may be planning to attack me.
IBT &#8211; Zulu declare &#8211; a 3/3 warrior kills a fortified 4/4 sword &#8211; flawlessly! Grr.
530 BC &#8211; walls build at Teo. 5/5 archer vs 3/3 warrior &#8211; flawless win. 4/4 sword vs 3/3 archer &#8211; lose. Of course. 4/4 sword vs 1/3 archer &#8211; flawless win.
510 BC &#8211; Romes builds HG. Celts built GLH. Zulu grab GLB. That&#8217;s not so bad, but I&#8217;ll probably capture it too late to matter.
IBT - Zulu moves up an Impi. I move workers away.
490 BC &#8211; moving galleys into place.
470 BC &#8211; shipping swords to Zulu war. 5/5 archer vs 3/3 Impi &#8211; win, -1hp. Keep retreating workers.
390 BC &#8211; Zulu have 2 arches and 1 impi in my lands. 4/4 sword vs 3/3 Impi &#8211; flawless loss, promotes. Grrr!!!! 4/4 sword vs 3/4 impi &#8211; win redline but promote elite. 5/5 archer vs 3/3 archer &#8211; win, redline & GL!! I will use him to rush the FP in Teo for my 2nd core &#8211; currently known as the Aztec and Zulu empires. 4/4 sword vs 3/3 archer &#8211; flawless win, promote elite.
IBT &#8211; Celts demand TM & 12gp. Okay, go away. Impi impales itself on my sword.
350 BC &#8211; pick up Republic. Russia already has it but hasn&#8217;t traded it. That&#8217;s their mistake. Trade Republic to France for Construction, WM & 12gp.
 
swordsman_small.gif

Predator, goal is military conquest.

I started this game late, so we'll se if I can finish on time. I write this spoiler without having either saves or notes at hand.

Since the eastern coast was a bit too close for comfort, I settled 1W, which turned out to be a good location. I built a 6x10 combo factory, actually 6x11 since the tenth is corrupted on a small map. I didn't build only Settlers, but also Workers, which meant more troops. (Se, SM, Wo, SM, Wo, SM, Wo, Se; 3 SM in 12 turns instead of 18.)

The land around the capital needed very much improvement, but in the interrim I let the core cities, at RCP3, just churn out troops while working Forests etc. I even sent Settlers out to Horses and Spices before the six core locations were filled. As soon as I could afford it, I sent three Workers around the bend north towards the Spices and the Aztecs. A single Worker built a road towards the Gems in the south and established a Colony on it. At the Spices, I founded a town.

Some Archers and then many Swordsmen made it to Aztec lands before the road was ready. By 850 BC I was through towards Zululand and made peace leaving two Aztec towns in the south.

During the Zulu campaign, a Great Leader emerged, who rushed a Forbidden Palace in the middle of previously Aztec lands. Some cities were a distance 2 from there, but that's OK for the FP.

Research was based on own research and trading in the beginning, which brought me to parity once, and mainly pointy-stick later, which brought me to parity again. I self-researched The Republic and got a reasonable anarchy. Once C&C were disseminated among the AI, I could trade TR for them and enter the Middle Ages in 450 BC, in the middle of the French campaign and just before capturing, hopefully, Paris where The Great Library was just finished. I had spent some cash on upgrading Warriors instead of researching directly.

Tenochtitlan finished The Oracle on the turn before being captured.

I built one Galley once I knew Map Making and used it for troop transport, shunting off the bent isthmus. On the other side of the ship line was my Horses town which I had dropped there before even the road was finished.

Since I have a new core in Aztec lands, I must now finish off that tribe and continue along towards the next tribe after France. Since both me and Russia got Engineering, it remains to see how I can manage the Gallic Swordsmen. Perhaps someone researches something. Perhaps even I. Production capacity isn't all that high with so little land.
 
sorry, i remember only little.

i lost two or three units to the barbs, but of course i did not dare a farmer gambit with these settings.

settled in place and soon realized that this was neither an island, nor going to become a walk in the park. i think i changed my early research twice according to that.

i settled 2 towns on rcp2 :eek:, then rcp 4 and 6. in 1000bc i had 23 pop, 2 lux connected, 4 rax and 2 gran. two core towns were running as combo factories. research was slow, and i did not imagine to need a whole lot of techs to win this, so i put research towards Monarchy.
units: 1 settler, 12 workers, 2 slaves, 17 warriors, 1 archer, 1 spear. all contacts. 297 gold. research with single scientist, 7 turns to Poly.

i do not remember when i entered the MA or got Monarchy, sorry.

templar_x
 
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