GOTM117 - Final Spoiler

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GOTM 117 Final Spoiler - Persia, Game Submitted



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OK, this covers all phases of the game. Tell us how you brought this game to an end. How were the AI on the 2nd continent doing? (A couple had some very nice terrain to work with.) How did contact go, and did you go military or later stage?
 
I decided on a Space Launch for this game. It was a very enjoyable game though it got a little long towards the end game, but that was more because of my MM obsession than anything. I considered invading the other island but it never materialized.

Middle Ages: 370BC – 560AD
Industrial Age: 580AD – 1150AD
Modern Age: 1160AD – 1345AD

Egypt build the Pyramids and that makes a nice gift when I capture Thebes in 230BC.
10BC – GL1 (and only for the game)
130AD – Peace with Egypt (OCC)
I try to pick a fight with Gandhi but he won’t bite. Finally DOW in 260AD.
270AD – Capture Lahore and rush FP. Most of India’s cities have only 1 spear for protection. Gandhi rolls over for my invasion.
400AD – DOW Egypt again and finish them off in 410 AD.
460AD – Peace with India (OCC). Russia demands contact with China. I laugh at her and hope she will DOW but it doesn’t happen.
500AD – DOW China.
580AD – Enter IA and gift up Germany and Russia. I draw nationalism, Germany Steam, Russia Medicine. That is very nice. Of course the AI stagnates and never researches any IA techs other than Communism (after we reach the Modern Age).
640AD – Grab the last GH in Chinese lands. :crazyeye:
670AD - Disband my out of date fleet.
680AD – DOW on India.
690AD – China destroyed.
700AD – India destroyed. No one on the other continent ever meet Egypt, China or India. As far as they all know, I’m a very nice neighbor. :P Disband almost my entire military.

Towards the end of the fight with the AI, in all three instances, they must have been disbanding units because attackers would appear during the IBT but then be gone on my turn.

I keep up trade with Carthage for wine and fur for the entire game.
760AD – start spice trade with Germany that makes them Gracious for the rest of the game. All newly built units are disbanded in the 2nd core to rush builds.

I try to get craft and have ToE, SETI and the Internet all build on the same turn. This does not work but I do grab them all. I maintain a 4t research all through the IA & MA except for AT when I gamble on increasing my research fast enough to drop from 5t to 4t. It doesn’t work.

Relations on the other continent didn’t really go far. I avoided GPT deals this time but it didn’t change anything. The barbarians were pretty brutal on the AI and they maintained a patchwork of cities until the wars started. The Germans start a fight with the Vikings in 920AD. Russia DOWs on Germany in 1070AD. Then Carthage DOW on the Vikings in 1340D. I stayed above the entire mess and everyone on that side was polite or gracious for the entire game. None of the AI really gained ground against the other in spite of the fact that Germany was ages ahead of the Vikings – the Vikings didn’t even have Chemistry at the end. Other than solidifying their lines, nothing really happened.

Upon entering the Modern Era I gift Germany & Russia up. I drew Ecology. Germany pulled Fission and Russia pulled Computers. Very nice. :D I use ToE to grab Mini & lasers.

1345 AD – Learn Robotics. Swap build to Stasis Chamber. Build Stasis Chamber. Launch. Win, 26 hours, 25 minutes, 25 seconds. Firaxis Score: 4282. Jason Score: 9507.

Turn Log
Spoiler :
370 BC – enter MA & draw Mono. Germany also enters the MA and draws Feud. Trade Mono to Germany for Feud & 2gp. Russia gets currency for WM & 30gp. Gift Cathy Construction. She got Mono too, so it was a good idea to trade to Germany before gifting her.
3/3 Immortal vs 4/5 warrior – flawless win, promote vet. Move against Pi-Ramesses again.
China has a worker available again, with WM & 5gp that gets them poly.
350 BC – army is outside of Pi-Ramesses. China has another worker, 1gp & WM gets Currency.
330 BC – 2nd battle for Pi-Ramesses – 4/4 Immortal vs 4/4 spear – lose, -3hp, promote spear. Grr. 4/4 horse vs 3/3 spear – win, redline. 4/4 Immortal vs 2/5 spear – win, -2hp. Capture city, slave, Ivory. Drop the lux slider, increase science. On to Thebes and my Pyramids!
310 BC – renewed stack of death heads toward Thebes.
290 BC – 3/3 horse vs 3/3 horse – win, -2hp.
270 BC- Gift Germany & Russia Republic.
250 BC – Top defender on Thebes is a 3/3 spear. Cat misses. 4/4 horse vs 3/3 spear – retreat, -1hp. 4/4 Immortal vs 3/3 spear – win, redline. 4/4 Immortal vs 3/3 spear – lose,-1hp, promote. 5/5 Immortal vs 3/3 spear – win, redline. 3/3 Immortal vs 3/4 spear – flawless win. Join more incoming immortals to the stack.
IBT – 4/4 horse retreats vs 4/4 Immortal, -2hp.
230 BC – Cat misses again. 4/4 horse vs 3/3 spear – win, -3hp, promote elite. 4/4 horse vs 3/3 spear – retreat, -1hp. Looks like this is the last spear! 4/4 Immortal vs 2/3 spear – lose, -1hp. Of course. 4/4 Immortal vs 1/3 spear – win, -1hp. Capture city, 2 slaves & Pyramids. Thebes is RCP 8 from my Captial. :D
3/3 Immortal vs 3/3 horse – flawless retreat. 3/3 horse vs 1/3 horse – flawless win, promote vet. 3/3 horse vs 1/3 horse – flawless win, promote vet.
210 BC – Learn Theo, start Education. Advance stack on Giza. Main stack still healing.
190 BC – Resistance in Thebes ends.
Battle for Giza – Cat hits. 4/4 horse vs 3/3 spear – win, redline. 4/4 Immortal vs 2/3 spear – win, -1hp. Capture city.
Give Carthage CoL for WM & 33gp.
170 BC – 5/5 Immortal vs 3/3 archer – flawless win. Move army against Heliopolis & Byblos.
IBT – a war chariot appears for the first time.
150 BC – Battle for Byblos – 4/4 horse vs 3/3 spear – win, -1hp. 4/4 horse vs 3/3 spear – lose, -1hp, promote. 4/4 Immortal vs 3/4 spear – flawless win. Capture city. 5/5 horse vs 3/3 WC – win, -1hp.
130 BC – Battle for Heliopolis – 4/4 horse vs 3/3 spear – flawless retreat. 4/4 horse vs 3/3 spear – win, -1hp. 5/5 Immortal vs 3/3 spear – win, -3hp. 4/4 Immortal vs 3/3 spear – lose, -2hp. 4/4 Immortal vs 1/3 spear – flawless win. Capture city.
Give Viking Republic for WM & 69gp.
70 BC – Battle for Elephantine – 4/4 horse vs 3/3 spear – lose, -1hp. 4/4 Immortal vs 3/3 spear – flawless win, promote elite. 3/3 Immortal vs 2/3 spear – win, -1hp. Capture city & 1 slave.
Learn Education, start Astro.
50 BC – China has another worker available – give them republic for WM, 20gp & worker.
IBT – archer kills my spear but then it is gone the next turn? Egypt must have disbanded it?
10 BC – 5/5 horse vs 3/3 spear – win, -3hp, GL! Capture settler=2 slaves. He will be used to rush the FP in Old India. Hehe.
50 AD – Battle for Alexandria – 4/4 horse vs 3/3 spear – lose, -1hp, promote. 4/4 Immortal vs 3/3 spear – win, -2hp. 4/4 Immortal vs 3/4 spear – flawless win. 5/5 Immortal vs 3/3 spear – win, -1hp, capture city. Egypt is OCC.
110 AD – Battle for El-Amarna – 5/5* horse vs 3/3 spear – win, -1hp. 4/4 horse vs 3/3 spear – flawless retreat. 4/4 horse vs 3/3 spear – lose, -2hp. Of course.
130 AD – 2nd Battle for El-Amarna – 4/5* horse vs 3/3 spear – flawless retreat. Make peace with Egypt. Take them for 6gp, WM & last city.
170 AD – Order India out.
190 AD – Order India out again. Gadhi agrees. Coward.
230 AD – build Cops.
260 AD – Demand Lahore for my FP. Silly Gandhi refuses. DOW. 3/3 horse captures worker.
Move two armies – one towards Jaipur and one towards Lahore.
IBT – 3/3 archer dies against 4/4 Immortal, -2hp.
270 AD – Battle for Jaipur – 5/5* horse vs 3/3 spear – win, -1hp. Auto Raze city.
Battle for Lahore – 4/4 Immortal vs 3/3 spear – win, -3hp. 3/3 Immortal vs 3/3 spear – win, -1hp. 3/3 Immortal vs 3/3 spear – flawless win. Capture city & settler=2 slaves. Rush GL to Lahore to rush FP. Capture worker in the field.
280 AD – Rush the FP. Russia has come up with Monarchy. Sigh.
290 AD – FP builds.
300 AD – 5/5 Immortal vs 3/3 spear – win, redline. Capture settler=2 slaves. Give Carthage Republic for WM & 18gp.
310 AD – Stack is beside Madras.
320 AD – Battle for Madras – 4/4 horse vs 3/3 spear – win, -1hp. Capture city. Really? That’s it?
340 AD – learn Invention. Start Gunpowder due in 4t @ -41gpt.
350 AD – 5/5 Immortal vs 3/3 archer – flawless win.
Battle for Hyderabad – 5/5* horse vs 3/3 spear – win -3hp, capture city.
360 AD – Battle for Bangalore – 4/4 horse vs 3/3 archer – retreat, -1hp. 4/4 horse vs 3/3 spear – lose, -1hp. 5/5 Immortal vs 2/3 spear – flawless win. 4/4 Immortal vs 2/3 spear – win, -2hp. Capture city.
Battle for Chittagong – 4/4 horse vs 3/3 spear – win, -1hp. 4/4 horse vs 3/3 spear- retreat, -1hp.
Move stack of 8 Immortals outside of Delhi.
IBT – I see an archer move out of Delhi but then it is gone. Did Gandhi disband it? Silly mystic!
370 AD – 2nd Battle for Chittagong – 4/4 Immortal vs 3/3 spear – win, -2hp, capture city.
Battle for Delhi – 4/4 Immortal vs 3/3 spear – win, -1hp. 5/5 Immortal vs 3/3 spear – win, -3hp. 4/4 Immortal vs 3/3 spear – win, -3hp, promote elite. 4/4 Immortal vs 3/3 spear – win, -1hp. Capture city, 1 slave & Oracle.
Silks are connected.
380 AD – Learn Gunpowder, start Chem due in 4t @ -34gpt.
400 AD – DOW on Egypt to finish them off. Advance SOD on El-Amarna.
Prep stacks for attack on India. I will roll up the west flank and then sweep east and south. At the end I should be poised outside of China for a quick conquest of my island. China has horses connected by not iron. China has neither Mono or Feud.
410 AD – Battle for El-Amarna – 4/4 Immortal vs 3/3 spear – win, -1hp. Capture city. Egypt is eliminated.
Battle for Karach – 4/4 Immortal vs 3/3 spear – win, -1hp. 3/3 Immortal vs 3/3 spear – win, -1hp. Capture city.
Battle for Bombay – 5/5 Immortal vs 3/3 spear – flawless win.
420 AD – Learn Chem, start physics due in 4t @ -42gpt.
2nd Battle for Bombay – 5/5 Immortal vs 3/3 spear – win, -2hp. Capture city.
440 AD – India got itself a sword and it kills an immortal.
Battle for Kolhapur – 3/3 immortal vs 3/3 spear – lose, -1hp, promote. 3/3 immortal vs 3/3 spear – win, -1hp, promote vet.
450 AD – 2nd Battle for Kolhapur – 4/4 horse vs 4/4 spear – retreat, -2hp. 3/4 immortal vs 2/4 spear – lose, -1hp.
Battle for Calcutta – 5/5 Immortal vs 3/3 spear – win, -1hp. 5/5 Immortal vs 3/3 spear – win, -2hp. 4/4 Immortal vs 3/3 spear – flawless win. 4/4 Immortal vs 3/3 spear – win, -1hp. Capture city & settler=2 slaves.
460 AD – Learn physics, start Mag due in 4t @ -34gpt.
3rd Battle for Kolhapur – 5/5* horse vs 3/4 spear – retreat, -1hp. 4/4 horse vs 2/4 spear – win, -2hp. The mysterious sword is nowhere to be found. Must have been disbanded again? Capture city.
Make peace with India now that they are OCC.
IBT – Russia demand contact with the Chinese. Um . . No. What are you going to do, Cathy, swim over here and make me? Cathy remembers she doesn’t have her swim suit and tucks tail. Too bad. WW would have been nice.
490 AD – Germany has Chiv. I trade him Theo for Chiv, Monarchy, WM & 15gp.
500 AD – Pull Mag, start ToG due in 4t @ +12gpt.
It looks like Carthage is going to be my friend. I have Carthage Engineering, Mono & Ivory for Wines and Furs. Turn off lux slider – now at +64gpt.
It is time to put down China. China did learn Feud but has not connected iron yet?
DOW China.
Battle for Hangchow – 4/4 horse vs 3/3 spear – flawless win, capture city. No resisters in a size 5 city? How odd. Capture a slave in the field.
Battle for Tsingtao – 4/4 horse vs 3/3 spear – win, -3hp. Capture city again?
IBT – no counterattack. China has had horses for a while, so there should be some horsemen?
520 AD – Battle for Shanghai – 4/4 horse vs 3/3 spear – win, -3hp. Capture city & 3 slaves. See 2 Chinese horsemen. 4/4 horse vs 3/3 horse – lose, -1hp. 4/4 horse vs 2/3 horse – win, -1hp.
530 AD – 5/5 Immortal vs 3/3 horse – force a flawless retreat. 4/4 horse vs 1/3 horse – win, -2hp.
540 AD – Give Germany Education, which will expire the GLB, for WM, 17gpt, 20gp. Rush a few things with my new wealth.
550 AD – Battle for Beijing – 4/4 horse vs 5/5 spear – retreat, -2hp. 4/4 horse vs 4/4 spear – lose, -3hp. 4/4 horse vs 3/3 spear – lose, -2hp, promote spear. 4/4 horse vs 3/3 spear – retreat, -2hp. 3/3 horse vs 3/3 spear – lose, -2hp, promote spear. 4/4 immortal vs 2/5 spear – flawless win. 4/4 immortal vs 2/3 spear – win, -1hp. That sucks.
5/5 immortal vs 3/3 archer – win, -2hp.
560 AD – 2nd Battle for Beijing – 4/4 horse vs 4/4 spear – lose, -1hp. 4/4 immortal vs 4/4 spear – lose, -1hp. 3/4 immortal vs 3/4 spear – lose, -1hp, promote spear. Whatever. Send every unit towards Beijing.

******

580 AD – Enter IA and draw nationalism, of course. I’ve no intention of following that path so I need to gift Germany & Russia into the IA to see what they get.
Get WM, 13gpt & 20gp for banking, astro & Invention from Germany. Finish gifting Germany to the IA and he draws steam. Nice. Trade him Nationalism for Steam straight up because he doesn’t have anything I need.
Russia gets the same treatment and Cathy receives medicine. I give her Nationalism and it is a done deal.
Carthage receives theo for WM & 28gp. Max speed to Electricity is 5ts. :( @ -52gpt.
With everything I’ve got done I don’t have any of my sources of coal roaded!
3rd Battle for Beijing – 4/4 horse vs 5/5 spear – win, redline. 4/4 immortal vs 4/4 spear – win, -1hp. 4/4 immortal vs 4/4 spear – flawless win. 5/5 immortal vs 3/3 spear – win, -1hp. Capture city & 3 settlers=6 slaves.
4/4 horse vs 1/3 horse – flawless win.
First of my knights is also produced.

IBT – 3/3 horse impales itself on a 4/4 Immortal garrison in Beijing.

610 AD – I’ve got three army groups moving out. I have a stack by Canton, the new Chinese capital moving in the center. I’ve got 4 knights forming p with 2 immortals to the north to take Chengdu and then join with the center group to push south and then back west. They are the hammer. I’ve got a knight moving to join 3 immortals and 3 horses that are immediately moving south from Shanghai (west of Beijing) and then will sweep back to the east but are mostly a holding/blocking force – they are the anvil. The anvil will take and hold Xinjan and then move east while the hammer sweeps south and then pushes back west to meet them. They will relieve Hieraconpolis (received from Egypt a very long time ago as a peace/gift city) on the way West. The three army groups (by that time two) may be joined by a final ground that will move directly south from Beijing and all will end on India’s doorstep and final city, Bengal. The campaign should resolve itself around the time my peace deal with India ends.

That should clear my island.

IBT – Mao advances two archers but one of them disappears before my turn. Must have decided he didn’t need it. This is really sad.

620 AD – 4/4 knight vs 3/3 archer – flawless win.
Battle for Canton – 3/3 horse vs 3/3 spear – flawless win. 5/5 immortal vs 3/3 spear – win, -4hp. Capture city. Battle group center has taken its objective. This also removes horses from china’s resources. Battle Group West moves into position outside of Xinjian.

630 AD – Electricity. Set to RP due in 5t @ -57gpt.
Battle group West attacks Xinjian – 4/4 horse vs 4/4 spear – win, -1hp. 5/5 Immortal vs 3/3 spear – win, -3hp. 5/5 immortal vs 3/3 spear – win, -2hp. Capture city & settler=2slaves.

640 AD – Battle Group East attacks Chengdu – 4/4 knight vs 3/3 spear – win, -2hp. 4/4 knight vs 3/3 spear – win, -1hp. 4/4 Immortal vs 3/3 spear – flawless loss. 4/4 knight vs 3/3 spear – flawless retreat. 4/4 knight vs 3/3 spear – flawless win. Capture city & 1 slave. Good thing because that was the last unit in Battle Group East.
Send a horse to grab the remaining GH. How crazy is that. They cough up 50gp. Cool.
The lone healed knight from Chengdu joins with Battle Group Center with a newly arrived knight to form the new Battle Group East. The healed units from Battle Group West assemble and head to meet with the newly forming Battle Group Center from the holding force at Beijing and a newly arriving knight. This new force is heading directly south to siege Nanking.
Meanwhile, the rail backbone is down so that newly created units can practically feed right into the battle. Eventually most of these units will be disbanded in the 2nd core to rush builds when China and India are gone in a few turns. As my fleet is now obsolete I send it to port in the 2nd core to disband. Any new ships I decide I need will be from new builds, not upgrades.
RP is now due in 3t @ -61gpt, so that is a 4t research. Nice. I hope I can do 4t for the rest of the game.

650 AD – Rails are basically complete. Battle Groups move into position.

IB T- Carthage completes the HGs.

660 AD – Battle Group West attacks Nanking – 3/3 knight vs 3/3 spear – win, -1hp. 4/4 horse vs 3/3 spear – flawless retreat. 4/4 immortal vs 3/3 spear – win, -2hp. Capture City.

670 AD – Learn RP, Start SM due in 4t @ +117gpt. That’s a little better!
4/4 horse vs 3/3 archer in the open – retreat, -1hp.
Battle Group East attacks Tatung – 5/5 Immortal vs 3/3 spear – lose, -2hp. 4/4 knight vs 3/3 spear – retreat, -1hp. 4/4 knight vs 2/3 spear – flawless win. 4/4 Immortal vs 3/3 archer – flawless win. 3/3 Immortal vs 1/3 spear – win, -1hp. Capture city & 1 slave. China is OCC.
Disband fleet in port to build university.
I spend some gold building an Embassy with Germany for 80gp – Berlin is fairly impressive. It produces 24 spt, 40% to science for 30bpt, 60% to treasury for 22gpt. Current building a colosseum, stocked with 2 spears, 2 archers and 2 settler. Has salt, iron, horses.
Russia gets one too for 65gp – Moscow is not so good. It produces 10spt, 40% to science for 10bpt, 60% to treasury for 11gpt. Currently building a University. Stocked with to spears. Has salt, iron, horses.

680 AD Start aggressively disbanding military units to hurry builds. I have no unit costs. Allowed Units: 96, Total units: 80
All army groups start to converge on Tientsin as planned. Peace with Gandhi is also up and all units are in the same area. I DOW India. No one on the other continent will ever know Egypt, India or China.
4/4 horse vs 3/3 indian archer – win, redline.

690 AD – Battle for Tientsin – 4/4 Immortal vs 3/3 spear – lose, -2hp, promote. 4/4 Immortal vs 3/3 spear – win, -1hp, promote elite. 4/4 knight vs 2/4 spear – flawless win. 4/4 knight vs 3/3 archer – win, -2hp. 4/4 Immortal vs 2/3 archer – win, -2hp, promote elite. Capture city. China is destroyed.

All combat units descend upon Bengal. 4/4 horse vs 4/4 spear – lose, -3hp. 5/5 Immortal vs 3/3 spear – flawless win.

700 AD – Germany has Musical Theory. Sigh. Give them Electricity for Music, 110gp & WM. I then give Germany Ivory for free.

2nd Battle for Bengal – 5/5 immortal vs 4/5 spear – win -1hp. Capture city. India is destroyed.

Disband almost my entire military. Allowed: 103, Total: 67.

IBT – deal with Carthage expires. Give Carthage Education, Chem, Dyes & Ivory for Wines. Astronomy and Chemistry gets me Furs again.

710 AD – Go for AT due in 5t @ -86gpt. I think I can get it in 4t with some of the builds that are coming in.
720 AD – MM. AT due in 4t.
730 AD – Build Newtons.
740 AD – Gamble does not pay off so I need to waste 5t on AT. Darn.
750 AD – AT. Start Electronics due in 4t @ -110gpt.
760 AD – Germany has spices for sale. Give the RP & Ivory for spices, WM & 30gp. Gift Gems to Russia. I am disbanding new unit builds in outlying cities to hurry improvement of 2nd core. Still well below the unit support level.
790 AD – Build Bachs.
800 AD – Learn electronics, start radio due in 4t @ -142gpt.
840 AD – Learn Radio, start Industrialization due in 4t @ +204gpt.
880 AD – Industrialization, Start Corp
890 AD – Make an embassy with Carthage for 75gp – Size 11, 14spt, 27gpt, 18bpt. 3 NM in residence.
Embassy with Vikings for 75gp – size 7, 8spt, 12gpt, 12bpt. 2 spears, 1 berserk in residence. No resources, no luxuries. Sucks to be them.
900 AD – Give Carthage Metal, ToG, Mag, dyes & ivory for wines & fur & WM.
920 AD – Corp. Start Refining due in 4t @ +114gpt. Germany and Carthage have navigation. Well isn’t that nice.
Swap Persepolis from Hoovers to Factory, wasting 174 shields.
Swap Lahore to Hoover, due in 15t – 2 turns early than Persepolis.
This change will allow the following in the next 32 turns – Lahore completes Hoovers in 15t and then Internet in 17t. Persepolis will complete a factory & bank and still get SETI with computers in 17t. Arabela will finish its bank and then easily complete SM in 17t. Other cities will also start prebuildig for other wonders/builds. Will probably throw up banks and stock exchanges, particularly if the AI researches economics and I can grab smiths.
IBT – Germany declares war on the Vikings – and that is good. That will give the Germans a bigger production base, though I doubt it will be of much use to me now. Vikings should have seen this coming since they were monopolizing the coal.
930 AD – Rush 3 settlers for 52gp total to fill out the 2nd core.
940 AD – Realize I put a city on the wrong tile and I abandoned it immediately. Grr. Rush a university and a settler with my new wealth – I’ve got 3329gp left in the bank.
950 AD – put the city in the right place this time.
960 AD – Refining. Steel in 4t @ +211gpt.
970 AD – Deal with Germany ends, Give them Corp & Gems for Navigation, WM, 10gp & spices. The goal, of course, was the spices.
Rush a university at Bombay for 164gp. Rush a university at Dariush Kabir for 124gp.
980 AD – Improvements are done. Start stacking workers.
1000 AD – Learn Steal, start Combustion due in 4t @+223gpt. Current bank is 4532gp.
1040 AD – Learn Combustion, Start Mass Production due in 4t @ +350gpt.
1050 AD – My count is off – not sure how that happened. Hmm. Rush a few things for 600gp. Got plenty of money.
1070 AD – Russia declares on Germany. Doh! Hoovers builds. Start prebuild for Internet.
1080 AD – Hurry a few things for about 1000gp. Mostly window universities.
1110 AD – do a round of MM.
IBT – deal with Carthage expires – give Carthage SM & RP for Wines and Furs.
1110 AD – Build Wall Street, not that I need it. Rush a few builds for 600gp.
1120 AD – Learn MT, start flight due in 4t @ +314gpt.
1130 AD – first tank is produced. Start swapping out the few knights I am maintaining against invasions. My total military is 9 knights, 4 infantry, 1 tank, 6 arty and 4 Immortals (all elite).
1140 AD – Rush a few things for about 300gp.
1150 AD – Rush a few things for 200gp.
1160 AD – learn flight, enter Modern Era.

****

1160 AD – Pull Ecology, predictable. Start SF due in 4t @ -272gpt (100%), 7571gp in the bank. More than enough. I’m still at 4t research, that’s good.
I need to gift the AI into the MA. I’m not worried about SETI or the Internet. ToE is going to build to capture 2nd tier techs and the most expensive wonders building at the moment are Sisitine @ 600 shields. ToE is 800 shields so even a cascade won’t catch it. Only variable are GLs. Germany, Vikings and Russia are all at war.
Secure Germany’s spices for another 20 turns in this trade. Give them Refining & gems. Germany draws Fission, which is good. I give them ecology, ivory, silks, dyes, oil & 900gp.
Gift Russia up and Cathy pulls computers. Very nice! Give her Fission, Ecology, Dyes Coal, Ivory, Silk, Gems and 1300gp.
Swap over to Nukes so I can grab Mini & the laser as my free techs from ToE. 100%, Due in 4 @ -272gpt.
I’ve got 9 techs left – 2 will be free, that leave 7 techs. 28 turns. Projected launch/victory is 1345AD.
Go back to Germany and give him computers for WM, 88gpt & 910gp to make up my losses to both him and Russia. That will recoup all my losses.
1190 AD – Just realized that neither Russia nor Germany has uranium.
1200 AD – Learn nukes. Build ToE. Learn Mini & Lasers. Set to Rocketry (80%) due in 4t @ +137gpt.
1220 AD – Build the Internet. Research for Rocketry is now at 70%, due in 2t @ +283gpt.
1240 AD – learn rocketry & start Space Flight due in 4t (80%) @ +125gpt.
1255 AD – Build SETI. Trade Germany Rocketry for Communism, WM, 50gp.
1265 AD – Learn Space Flight, start Satellites (70%) due in 4t @ +309gpt.
1275 AD – Deal with Carthage expires – Give Carthage Refining, AT, & Coal for Wine & Fur & 110gp.
1285 AD – Learn Satellites so I can build ICBMs. Manhattan builds. Apollo builds. Start SF (80%) due in 4t @ +124gpt. Start SS parts on slow build. Launch in 12 turns.
1290 AD – Build UN. Build US. Germans finish Magellan’s Voyage. Do not hold the vote. Russia has Military Tradition. Guess they’d like to use Cossacks?
1300 AD – Learn SF, start Superconductors due in 4t(80%) @ +9gpt. SS Cockpit Builds.
1310 AD – Deal with Germany for spices expires – give Germany Oil for spices.
1315 AD – SS Engine builds.
1320 AD – SS Thrusters build. SS Party Lounge builds.
1325 AD – Learn SC, start Robotics (90%) due in 4t @ -192gpt. SS Docking Bay builds.
IBT – Carthage and Germany sign a MPP.
1330 AD – SS Supply builds. SS Life Support Builds. SS Fuel Cells build.
1335 AD – SS Exterior Casing Builds. 3 ICBMs build. I have plenty of other prebuilds for Stasis Chamber. Push science up to 100%, -386gpt just to make sure there are no mistakes.
IBT – Carthage DOW on the Vikings.
1345 AD – Learn Robotics. Swap build to Stasis Chamber. Build Stasis Chamber. Launch. Win, 26 hours, 25 minutes, 25 seconds. Firaxis Score: 4282. Jason Score: 9507.
 
swordsman_small.gif

variant: no mounted units


I get into the MA in 210 bc, still at war with Egypt. Monotheism is my free pick, with Russia and Germany getting Feudalism and Engineering. So far, nothing bad happened, except for the occasional dud immortal losing against a warrior or an archer.

In the interturn, Germany and Russia trade each other and i get both the techs with the Great Library. At this point, research stops.

In 190 bc, i sign peace with Egypt, extorting 2 cities, and leave them playing OCC for a little while. War is resumed shortly after and their last city is captured in 90 bc. In the very last battle, the 1st leader is generated. It is sent home where it rushes the Forbidden Palace, in a position that, once the capital is moved, is even more productive than the original, because it exploits in full the gem city.

NOTE: this was a bad mistake on my part. I should have used it for Sun Tzu and, therefore, still have a way to move the capital and trigger the golden age even without more leaders. In the situation i am at this point of the game, if i do not get 2 more leaders i am forced to disband the capital and if i do not get at least ONE leader i'm pretty much screwed.

Luckily, i got the leaders i needed and so no harm was done, but it was an unnecessary risk.


With Egypt gone, i prepare to rape India. Four stacks are placed, three of them being all-elite. The dastardly act takes place in 10 ad, with all cities captured, two more elite promotions and the 2nd leader being generated. With the new core already half-formed at the intended distance, the capital can be moved without exploiting the corruption bug.

The leader rushes a palace in Calcutta, which sits naturally at the center of a RCP 5 made of both former Egyptian and Indian cities. How nice from the AS to join forces and set up together my new core in advance so all i had to do was to grab it :D

From now on, any single attack against India is made with elite units. After a dozen victories, the 3rd leader finally comes. Sun Tzu is rushed and the golden age begins in 90 ad. Research is resumed and with the full power of the two cores pumped by the GA it is possible to keep a four-turns pace and, at the same time, collect the necessary money for a mass-upgrade of galleys:

170ad: Theology
250ad: Education
290ad: Astronomy
330ad: Navigation

Meanwhile, India is vanquished in 150 ad. I get Invention and Monarchy from the GLib but they're of no use for me. Some land is grabbed, productive cities are developed. A few libraries are built, then aqueducts and markets, then boats and immortals.

By the time Navigation is known, two fleets are ready to sail the seas to lay waste on German and Russian territory. The sheer number of immortals is too much for two Regent AS and they're quickly overrun. While i'm still fighting them, i declare on Scandinavia and start taking their cities too.

Germany falls in 480 ad and Russia the turn after. But at this point i realize that once again i've been a little bit too efficient in land-grabbing, as the domination limit is about to be reached. Therefore, the game ends with Scandinavia in OCC and Carthage completely untouched.

The end result is a domination victory in 500 ad, with a Firaxis score of 5895 and a Jason score of 11526.

My army at submission time: 51 workers, 2 pukes, 10 muskets, 12 catapults, 25 caravels and 82 immortals.
 
Well, this was my first GOTM game ever, and I'm not very good, but I managed to grab an unexpected Domination victory in 1685 AD, with a Firaxis score of 3140 and a Jason score of 6806.

Ran over my continent around 1100 AD or so, DOW'd Russia in the late 1400s, then crushed the Vikes, and left the Germans with an island city in 1680. Was at war with Carthage already. They had a little 3 city encampment right below the Germans, also an MPP with them, Carthage DOW'd me actually, which led to Germany as well, and I wiped out the Germans while on my way to Carthage. The plan was to take my fleet to the Carthage main island after taking out the 3 outposts, but was unnecessary. Used Immortals and Cavalry to great abundance, and was 8 turns away from ToE when I won.

Overall thoughts: In all honesty, this was my best game that I've ever played. Highest score ever, highest end-game ranking (Xerxes the Wise :D), quickest win as well. This game has taught me a lot, and I hope to continue to use these GOTMs improve my playing. Already in anticipation for the next one! :)

Of course, the fact that that was my highest score ever shows that I still have a lot to learn. I plan on playing one more Regent game (the story that I'm doing--link in my sig), then moving on to Monarch.
 
@ Verarde -

Congrats on the victory! :high5:

Hope you stick with the GOTM. I think that is a very respectable win and a Jason Score of 6806 is nothing to shake a stick at! The QSC part of the game is also pretty interesting - it is rather enlightening to see what the other players do get an early jump start in the game.
 
20k in 1816. Nothing remarkable, except that once again I come a smidgen away from winning the turn before. Here I had 19995 cp in 1814.
 
Tried Diplomatic, since time was running short. Reached Modern Times in 890 AD, no one gets Fission. In 930 AD, the vote was inconclusive. The tribes I had reduced through war were Furious and abstained. I guess I should have killed them off instead. No submission. I could have reached Domination around 700 AD. Would have been better and quicker, but still no good, of course.
 
That's unfortunate, man :( 930 ad would have still been a good date for a diplo win.

In the past i've screwed up more than one game that way, and what i've learned is that in most cases the KISS principle is once again the one to follow. If you want their vote, never attack them. If you attack them, kill them off. For if you let them survive, chances are that they won't vote for you no matter what you do after.
 
How in the world did you reach the Modern Age in 890 AD?!
 
Open, diplomatic


Entered Middle ages in 690 BC. I set off my Golden Age on the turn before, arguably 1 turn too early, since I didn't need extra beakers to finish Construction. But the Golden Age was useful. I did the early MA techs in 4 or 5 turns. (I don't understand how Più Freddo could do them all in 4 turns without a GA.) After the GA I did the rest in 4 turns except Chemistry. I drew Monotheism, Germany got Feudalism and Russia eventually got Monotheism too. (I reached the other continent in 610 BC.)

I pushed away the Egyptians in the early MA, but did not get a leader. It made little difference, because there was no worthy FP town in Egypt anyway. The most important gains from Egypt was an RCP6 town and some rather corrupt towns that could take over settler production from Persepolis.

I did get a leader fighting China in the 100s BC, captured Beijing in 70 BC and immediately hurried Forbidden Palace there, dismissing the flip risk because of my huge culture compared to China. Delhi was a better place for the FP, richer in food, but India had iron and my invasion force was no larger than 10-11 immortals and 1 pikeman. I only had one core town with barracks, which built immortals in 3 turns (2 during the GA.) Also, Beijing had the Pyramids.

But cash was a problem. I simply couldn't afford to hurry a harbour to connect the trade network to China. And I was unable to help build enough roads in India. So I kept Beijing and some other Chinese towns in civil disorder for at least 10 turns, so that I could gain commerce from them and avoid starvation. This probaly saved 1-3 turns in the late MA and early IA. Entered IA in 310 AD and drew Steam Power. Germany got Medicine. I did not gift Russia.

In the IA I sent a settler to the other continent who settled on top of incense. Once a worker (for roads) and a harbour was hurried I could trade spices from Germany and had 8 luxes for the rest of the game, with one exception...

In the IA I learned Industrialisation and Electricity in 5 turns and the rest in 4, IIRC. I used TOE to learn Atomic Theory and Electronics - not Radio and Fission. My reasoning behind this was that I had a 37/64 (58%) chance that either I, Russia or Germany would get Fission as a free tech. Unfortunately, when I reached the Modern age in 820 AD, we didn't, so I needed 5 turns to research Fission.

But all of this hardly matters in comparison with my ridiculous mistake. I started the UN prebuild way too late. When I realized this, I tried everything to get another leader, but to no avail. (I had gotten a second leader while chewing up India, but that was long before and that leader was used for Newton's University.) I'm putting thís basic mistake down to fatigue, since I don't have a lot of time to play except late at night.

I took out the Vikings while chasing for the leader and then Germany declared on me as I was mopping up Scandinavia. This created a new problem: Germany was supposed to be my opponent in the election, but if I captured half of Germany in my quest for a leader, Russia would suddenly have a much larger poulation than Germany. Then there would be 4 civs voting, Germany who hated my guts, Russia who would vote for themselves, Carthage who would vote for me and me who would vote for me. It would have been an inconclusive vote. I did not have the resources to eliminate Germany.

A secondary problem was that the loss of spices and incense (Germany had taken my incence town) made it too expensive to maintain WLTK day, which could have saved a couple of turns on the UN.

At this point I was considering going for space instead, which would eradicate the mistake, but that would have taken too much real life time and I would probably be making another mistake right now.

Well, what happened was that I did capture more than half of Germany, without getting a leader. So when there was 1 turn left on UN, I signed for peace and gave almost all the towns back to Germany as well as a few Scandinavian towns. I then won by diplomacy in 930 AD.

Some satisfaction came from the fact that I got >10k jason points. I was 204 tiles from the domination limit before giving the towns to Germany, which put me at 351. It was a fun game, as most diplo games are, but I did get a bit weary from counting beakers and selling my world map 100 times for the necessary extra cash.
 
I don't understand how Più Freddo could do them all in 4 turns without a GA

By then I had some Libraries. I also had some luck with Leaders and rushed Forbidden Palace, The Pyramids and Palace in Delhi, in that order. Don't know off the top of my head just how early, but it might have helped, I guess.

I captured The Colossus in Thebes a few turns after it was completed and put the FP city on the Gold Hill north of the starting location, which made Thebes a core city at distance 5 once the Palace was jumped. (This was definitely later than the late AA.) Persepolis had gotten a Courthouse before that and helped along bravely in spite of being corrupt. I had War Happiness before I could connect the four luxuries from the other Continent.

In the end I could research Fission in four turns at a surplus without having built The Internet or any Research Lab. It was a killer map for science. At a low difficulty level, of course.

I had to research Steam Power, by the way.
 
Did you use horsemen to earn so many leaders? I find that horsemen are generally more effective than swordsmen (if somewhat more costly because of their death rate) but the 4 attack points of the immortal is hard to resist.

A bunch of ironies in this our diplomatic duel. Did fatigue play a part in your inconclusive vote as it did in my catastrophic prebuild?
 
Did you use horsemen to earn so many leaders?

No, Immortals. They were amazing. The rest of the fighting was made with Horsemen until I unfortunately got Riflemen and then Infantry.

Did fatigue play a part in your inconclusive vote as it did in my catastrophic prebuild?

I just never really switched from Space to Diplo except for pre-building Theory of Gravity eight turns earlier. Fatigue? Perhaps one can call it that.
 
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