GOTM119 - Final Spoiler

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GOTM 119 Final Spoiler - Babylon, Game Submitted



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Alright, you can post any discussion from your entire game. How did you do as Babylon in an archipelago world?
 
Well, I researched warrior code first and made nothing but warriors. Explored south first and by the time I found the Greeks I only had three warriors close enough to attempt the block - the southern explorer was nine turns away. I decided to make a barracks first since I figured bowman would be hard pressed to beat hoplites. Well, before my fourth warrior made it back north and before my barracks was even done the Greeks slipped four warriors past my unfinished blockade and despite heroic defenses by my two warrior garrison I was conquered in 2500-something BC.

I spend too much time playing civ 4 lately. Forgot you can switch builds without penalty and enter foreign lands without declaring war before you have writing. Oh well, I guess this means I can play more civ 4.
 
Predator

It was time for 100K, which I hadn't tried for several years. The traits were good for it, the map not so good. It would have been nice to have some weaker tribes around in the beginning to nick towns from.

A very common conundrum for me is how to deal with Map Making. It is a sure trade because the AI (incl Greece) can't resist it but the trade-off is often the time it takes to meet other tribes. I ended up trading for it eventually, but not until I had already met Aztecs across the water.

I had two wars with Greece and came pretty close to snuffing it. I had to ponder the exact places to fortify my scarce warriors and more scarce spearmen as the Greeks tried to fork the towns nearest the bottle neck. Instead of snuffing it I played an increadibly drawn out game, as opposed to you, donsig. I employed three massive despotism culture rushes, although a bit too late in the game. The record was 189 culture points in one turn, but that one yielded only 7 turns on the final victory date, which was in the 1300s.
 
By 10 AD I had captured Athens plus its core and had the leader to rush a new palace. The Forbidden Palace was already in place in Ur. But then I had the worst turn imaginable. Delphi flipped back to Greece, but in spite of this, my republic had apparently grown too much so that the palace cost was 100 shields more. 100 shields in a corrupt town takes an eternity. So I figured that I could raze a few fledgling towns to bring my area back to a lower level. It took 3 towns, as you can see in the second picture. What to learn from this? Never rush palace until you have finished all your settler moves. Even avoid cultural expansions if you can.

Note that Athens could have flipped on the interturn between 30 AD-50 AD.
 

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1315AD – build UN.

Hold the vote. It is as expected.

Vote is 4 to 1 with 1 abstaining.
Diplomatic victory. 25 hours, 39 minutes, 45 seconds.
Firaxis Score: 5840
Jason Score: 8074

Middle Ages: 70BC
IA: 740AD
MA: 1310AD

I lost many battles I felt I should have won and many, many times I ended up being one unit shy of victory and that really bogged down my game. It was very frustrating. The hoplites were just killing me and continued to do so even after I banished them from the mainland. I always knew I would need to kill them pending the vote and the hunt took a lot of resources.

I receive the ultimate 'screw you' by the RNG when every single scientific civ pulled mono in the MA. So much for trading the first teir techs. After running the entire line to Astro/Banking I STILL had to research engineering myself. :(

First GL in 210AD. I eventually set up my second core in old Greece because nothing better presented itself. I had already invaded the Iroquois but i decided the time to set up a new core would outweigh the greater land and conquering the Iroquois would also require me to divert additional resources to military builds, which I didn't want to do. In addition, I had bought the Aztecs as allies and they were doing a fair job and prevented the Iroquois from ever reaching horses.

GL2 in 290AD and he's the last GL for the game. Use him to capture Cops and also put Newton's in Babylon.

I know Korea by 380AD. Don't know when I met Japan but not long thereafter. From that point on I traded just about everything that wasn't nailed down at incredible bargain prices! I was 4 turns on Music for the happiness and 4 turns on sanitation. I'm not sure if it was worth it. In my mind I figured it was either good or it was nearly a wash. I maintained good trade with most of the AIs but it took forever for them to build supply routes and I had problems for my own workers to solve the entire game.
Enter the IA in 740AD and finally everyone receives a different tech and I have a monopoly on steam which quickly gives me Medicine. Could care less about Nationalism and I never face a rifle for the entire game. Coal is already connected and I'm good to go!

The AI spends the entire time backfilling the Middle Ages and then pursuing Communism. Free Artistry is never learned in this game but they got as far as Democracy. Aside from medicine I research the entire IA (required techs) until I take Motors and Radio with the ToE.

This was a gamble but I decided it would cut out 5-6 turns off my ending. I gambled that someone would get Fission and I could buy (or have it) for my UN prebuild.

As it turned out, I pulled computers. Both Korea and Persia pulled Fission. :D

Full Log
Spoiler :
70 BC – Learn Construction. Pick up Mono. Start Theo @ 80%, due in 9t @ -67gpt. Barb uprisings. Looks like Persia got Mono too. :mad: Give Greece Construction for WM & 72gp. Looks like Greece got Mono too. Great.
DOW against Greece. Move my stack of 6 swords & 5 bowmen on Athens.
Battle for Knossos – 4/4 sword vs 3/3 hoplite – win, -3hp. 4/4 sword vs 3/3 hoplite - flawless win. Capture Knossos. 4/4 sword vs 3/3 archer – win, -1hp. 4/4 sword vs 3/3 archer – win, -3hp, promote elite. 4/4 sword vs 3/3 archer – flawless win. All Greek units around Knossos are dead.
30 BC – during the IBT bowmen in the southeast kill the stack of attacking horses. Have another stack in the northwest.
Stack is ready to attack Athens. 4/4 sword vs 3/3 hoplite – lose, -2hp. 4/4 sword vs 3/3 hoplite – win, -3hp. 4/4 sword vs 3/3 hoplite – win, -2hp. 4/4 sword vs 3/3 hoplite – flawless loss. 4/4 sword vs 3/3 hoplite – lose, -1hp, promote elite. 4/4 bowman vs 3/3 hoplite – flawless loss. 4/4 bowman vs 3/3 hoplite – lose, -2hp. 4/4 bowman vs 3/3 hoplite – win, 3hp. 4/4 sword vs 3/4 hoplite – lose, -2hp, promote elite. 4/4 bowman vs 2/4 hoplite – win, -3hp. 4/4 bowman vs 2/5 hoplite – win, -2hp. Out of attackes, one hoplite 1/3 left in the city. Grrr!!!
4/4 bowman vs 3/3 archer – win, -2hp.
IBT – 3/3 archer dies on 2/4 bowman. Aztecs build the GLB.
10 BC – Korea pulled Mono. Just great.
10 AD – Build the HG. Persia builds the GW.
2nd Battle for Athens – 4/4 sword vs 3/3 hoplite – win, -3hp. Capture Athens, 3 slaves, GLH & Colossus.
50 AD – Kish deposes me. Not for long, though.
110 AD – Learn Theology – Give Persia Theo for Feud, 44gp. Give Korea republic for Ivory, WM & 14gp.
Attack on Thermopylae – 4/4 sword vs 3/3 Hoplite – win, -3hp. 5/5 bowman vs 3/3 hoplite – flawless win. 4/4 sword vs 3/3 hoplite – win, -3hp. Capture city & 2 slaves.
130 AD – DOW on Iroquois. I need to fish for a GL.
150 AD – attack on Phae?? – 5/5 bowman vs 3/3 hoplite – win, -3hp. 4/4 sword vs 3/3 hoplite – flawless loss. 4/4 bowman vs 3/3 hoplite – flawless loss. 4/4 bowman vs 4/4 hoplite – lose, -1hp, promote elite. 4/4 bowman vs 4/5 hoplite – lose, -1hp. Grrrr!!!
Battle for Kish – 5/5 sword vs 3/3 spear – flawless win. Capture city.
190 AD – Battle for Mauch Chunk – 5/5 sword vs 3/3 spear – win, -1hp. 5/5 sword vs 3/3 spear – win, -1hp. 4/4 sword vs 3/3 spear – flawless loss, promote. 4/4 bowman vs 4/4 spear – win, -1hp. Go figure.
IBT – lose an elite sword to an archer. Grr.
210 AD – Defense of Mauch Chunk – 4/5 sword vs 3/3 archer – win, -1hp. GL1! That’s what I was looking for. Thank you! I decide that I am going to put up my second core in old Iroquois land instead of old Greek lands if I can make the conquest quick. I start to route all available units to hold Mauch Chunk.
Build an embassy with the Aztecs for 53gp. Four spears, 8 shields, 13 commerce has no buildings other than place, GLB & Oracle. Building a Cathedral. Give them fur & wines to DOW. That should distract the Iroquois.
IBT – Iroquois archer suicides on sword.
230 AD – 4/4 sword vs 3/3 archer – win, -1hp. 4/4 sword vs 5/5 spear – win, -1hp. 5/5 bowman vs 3/3 archer – win, -1hp.
260 AD – Learn Education. Swap builds to universities. Start Astro @ 80%, due in 10t @ -51gpt but only 248gp left in the bank.
Change my mind and decide to put up second core in old Greece after all. Why not? The invasion of the Iroquois will take too long to develop.
270 AD – 5/5* sword vs 4/4 archer – flawless win.
280 AD – Trade Persia education & furs for Chiv 21gp & gems. Give education to the Aztecs for WM, 36gpt & 13gpt.
Found Nimrud in old Greece and rush the FP with GL1.
Advance stack against Pharsalos.
Advance stack against Allegheny.
IBT – Iroquois 3/4 archer lands by Babylon & MDI. :(
290 AD – FP builds in old Greece. Research receives a nice bump. 4/4 MDI vs 3/4 archer – win, -3hp. That was a close call!
Attack on Pharsalos – 4/4 MDI vs 5/5 hoplite – win, -2hp. 4/4 sword vs 3/3 hoplite – lose, -1hp, promote vet. Grrr. 4/4 sword vs 3/3 hoplite – flawless loss. GRRRRR!!! 4/4 bowman vs 3/3 hoplite – lose, -1hp, promote vet. What the heck? Every time they win the promote. I get zero promotions. 5/5 bowman vs 3/4 hoplite – win, -1hp. GL2. That almost makes up for the stack of dead units. Almost. Send him back to safety. Not sure what I want to use him for yet. 3/3 bowman vs 3/4 hoplite – flawless loss. Once more there is a 4/5 hoplite left in the city.
Give Persia wine for 30gp & 7gpt.
300 AD – send GL to Nineveh to rush Cops as soon as Astro comes in (3t)
Retreat from Pharsalos AGAIN to heal units and gather more strength. Knights are starting to produce but I’ve got a lot of infrastructure to build.
320 AD – Attack on Allegheny – 5/5* sword vs 3/3 spear – flawless win. 4/4 sword vs 3/3 spear – win, -2hp. Capture city and 3 slaves.
330 AD – learn Astro, start banking, due in 6t @ 80%, -13gpt. GL2 rushes cops at Nineveh.
As cops has been rushed I trade Astro immediately to keep up research. Aztecs receive it for WM, 14gp & 17gpt. Persia receives it for WM, 64gp & 13gpt.
340 AD – Cops builds, drop a turn on research.
350 AD – almost lose an elite knight attacking a barb on a mountain. :Crazyeye: He is redlined but survives.
380 AD – Learn Banking but no one knows engineering yet. :mad: Start engineering, due in 4t @ 70%, +44gpt. Trade Korea Chiv for Ivory, WM & 15gp.
400 AD – Move stack against Pharsalos AGAIN.
410 AD – Battle for Pharsalos – 4/4 knight vs 5/5 hoplite – retreat, -1hp. 5/5 knight vs 4/5 hoplite – win, -3hp. 4/4 MDI vs 3/3 hoplite – win, -3hp. 4/4 knight vs 3/3 hoplite – lose, -2hp. 5/5* bowman vs 1/3 hoplite – flawless loss. Hoplite promotes to vet. GRRRRR!!!!
Give Korea Furs for WM & 23gp.
IBT – Greece lands an archer by Babylon. 3/3 archer vs 1/4 MDI – win, -2hp.
420 AD – Learn Engineering, start Music Theory so I can build Bachs @ 80%, due in 4t @ +26gpt. 3/3 bowman vs 1/3 archer – flawless win, promote to vet. Knights return to heal. 4/4 MDI vs 3/3 archer (invader) – win, -1hp. Rush a harbor at Mauch Chunk to export silks for 240gp. WW has set in against Greece.
IBT – Iroquois land an archer by Ur.
440 AD – Continue deal with Aztecs- give them furs & wines for WM, 8gpt & 44gp. 4/4 MDI vs 3/3 archer (invader) – win, redline.
450 AD – Battle for Pharsalos AGAIN!!!! 5/5 knight vs 4/4 hoplite – flawless win. 4/4 knight vs 3/3 hoplite – win, -1hp. Finally capture the dang city! The Greek are pushed off my island. Now we can have peace. The city already has a harbor. Thanks! The Capital moves to Herakleia, which reduces flip risks. Give Greece peace for WM & Plebos Nexia. I can hold the city but it will work for unit support for the moment.
460AD – Learn MT, start Invention, due in 4t @ +22gpt. Swap Sistines to Bach, due 1t. :D
Give Aztecs Engineering for WM, 29gpt & 30gp. Give it to Korea for WM & 60gp.
470 AD – Build Bachs.
480 AD – Give Greece Astro for WM, 7gpt & 24gp. Give Japan Engineering for WM, 1gp & spices.
IBT – deal for gems expires, give Persia Furs, Silks, MT & 15gp to continue the deal.
490 AD – Give Aztecs Silk for 5gpt & 21gp. \
500 AD – Give Persia Wines for WM, 39gp & 7gpt. Learn Invention, start Gunpowder @ 80%, due in 4t +88gpt. Advance a stack on Niagara Falls.
510 AD – Advance stack on Niagara Falls. Top defender is a 4/4 spear.
IBT – Iroquois archer dies attacking Aztec archer.
520 AD – Consolidate stack by Niagara Falls.
530 AD – Battle for Niagara Falls – 4/4 knight vs 4/4 spear – flawless loss. 4/4 knight vs 4/4 spear – win, -3hp. Promote elite. 5/5* sword vs 4/4 spear – lose, -1hp. 5/5 bow vs 3/3 spear – lose, -2hp. 4/4 sword vs 4/4 spear – lose, -1hp. 4/4 bow vs 3/4 spear – flawless win, promote elite. Top defender – 1/3 spear. Again! I hate this RNG.
Give Aztecs Banking for WM, 15gpt & 6gp.
IBT – Iroquois land an archer by Mauch Chunk.
540 AD – learn gunpowder, start chem @ 90%, due in 4t @ +36gpt. Retreat from Niagara to heal and rebuild stack.
Give Persia Invention for WM, 35gpt & 28gp.
IB T – Iroquois archer suicides against sword in Mauch Chunk.
550 AD – spend some gold hurrying a few aquas and a university.
560 AD – 5/5 bowman vs 3/3 archer – win, -3hp.
Give Persia Gunpowder for WM, 28gpt & 55gp.
570 AD – 4/4 knight vs 3/3 archer – win, -3hp.
580 AD – Learn Chem, start Physics @ 90% due in 4t @ +95gpt.
Give Korea Invention & Wines for WM, 8gp & Ivory.
590 AD – invade Iroquois with 5 knights – hoping to take Niagara this time. :mad:
IBT – Aztecs take Salamanca.
600 AD – Battle for Niagara Falls – 5/5 knight vs 4/4 spear – win, redline. 5/5 knight vs 4/4 spear – win, -1hp. Capture city. Finally!
IBT – Persia complete sistines.
620 AD – learn Physics, start ToG @ 90%, due in 4t @ +96gpt. Advance knights on Cattaraugus.
Going to start sending knights towards Pharsalos to invade Greece again – want to capture Mycene & dyes.
630 AD – Battle for Cattaraugus – 5/5 knight vs 4/4 spear – retreat, -2hp. 4/4 knight vs 3/3 spear – win, -1hp. 4/4 knight vs 2/4 spear – lose, -1hp. GRRR!!! AGAIN!! Top defender is a 1/4 spear.
640 AD – Give Aztecs Furs & Wines for WM, 50gp & 5gpt.
2nd Battle for Cattaraugus – 4/4 knight vs 3/4 spear – win, -1hp. Capture city & sink a galley.
640 AD - Decide to build some embassies.
Persia costs 82gp – Size 12, 17(18)spt, 24fpt, 42gpt(16/25) 2 clowns. Uni in 4t.
Mongols costs 37gp – Size 6, 9spt, 13fpt, 13gpt(7/5) 2 clowns. AoW in 34t.
Korea for 41gp – Size 6, 13spt, 14fpt, 31gpt (16/14). Bank in 8t.
Japan for 53gp – Size 7, 14spt, 16fpt, 29gpt (16/12). Colosseum in 6t.
660AD – Learn ToG, start Metal due @ 80% due in 4t @ +108gpt.
Battle for Centralia – 4/4 knight vs 3/3 spear – lose, -2hp. 4/4 knight vs 3/3 spear – win, -3hp, promote elite. There is a 3/3 warrior in the city.
Give Aztecs Invention for WM, 15gpt, 21gp. Give Greece Banking for WM, 11gpt & 20gp.
Newtons due in 12t @ Babylon.
IBT – warrior suicides against 2/5 knight.
670 AD – Drop 2 more knights by Centralia.
680 AD – 2nd Battle for Centralia – 4/4 knight vs 3/3 spear – win, -1hp. Capture city.
Give Japan Banking for WM & spices.
Give Greece Invention for WM, 7gpt & 10gp.
690 AD – Give Persia Chem for Gems, WM & 7gp.
700 AD – Give Aztecs wine for 7gpt, 20gp & WM.
Give Persia furs for 1gpt, 15gp & WM.
Learn Metal, start Mag @ 80%, due in 4t @ +124gpt. Current bank: 3229gp.
720 AD – 5/5 knight vs 3/3 archer – flawless win. Advance on St Regis.

******

740 AD – Enter the IA. Learn Steam! Start Electricity due in 6t @ +15gpt.
Trade Persia Physics for Navigation, WM, 5gp, 22gpt.
Give Korea Navigation for WM, 45gp & 6gpt.
Battle for St Regis – 5/5 knight vs 4/4 spear – win, -1hp. 4/4 knight vs 3/3 spear – retreat, -1hp. 4/4 knight vs 2/3 spear – flawless win. Capture city. The Iroquois are destroyed.
Coal is already connected. Will start laying rails.
750 AD – Give Greece Navigation for WM, 2gpt & 37gp.
Give Persia Metal for WM, 16gpt & 34gp.
760 AD – Give Persia Mag for WM, 28gpt & 21gp.
790 AD – Give Korea Physics for Ivory, WM, 2gpt & 20gp.
Give Persia ToG for WM, 8gpt & 32gp to put the in the IA. Persia pulls nationalism.
Give Mongols Nav for MW & 51gp.
800 AD – Learn Electricity, start RP.
Gift Korea into IA. Korea pulls medicine. :D Trade Steam straight up for Medicine.
Swap to Sanitation due in 4t @ 90% +75gpt.
810 AD – Give Persia Wine for WM, 3gpt & 20gp.
Give Korea Wine for WM, 4gpt & 20gp.
820 AD – Giver Persia Silk for WM, 10gpt & 30gp.
840 AD – Learn Sanitation, swap to hospitals. Start RP @ 100, due in 6t @ +33gpt. Pushing out workers.
Give Persia steam power for WM, 7gpt & 20gp.
Give Korea Furs for WM & 20gp to get their economy moving along.
Give Japan Furs for WM, 3gpt & 22gp.
850 AD – Give Mongols Gunpowder for WM & 6gpt. Korea receives silks for 3gpt & 20gp. Give Japan iron for WM, 5gpt & 50gp.
880 AD – Build AoW.
Give Persia Medicine for Gems & WM.
Give Korea Electricity for Econ, WM, 21gpt & 12gp.
Japan receives Chem for Spices, WM & 2gp.
890 AD – Give Korea Sanitation for WM, 19gpt & 40gp.
900 AD – Learn RP, start Industrialization at 100%, due in 5t @ +62gpt. Rush some builds for 700gp.
910 AD – The AI has come up with PP & MT. Great. Nice job guys.
930 AD – DOW on Greece. Land 3 knights by Mycenae with 3 more on the way. Send 4 knights towards Herakleia (the capital).
940 AD – Battle for Mycenae – 4/4 knight vs 3/3 hoplite – flawless win. 4/4 knight vs 3/3 hoplite – win, -3hp. Capture city & dyes. Disband a knight to start a harbor for the dyes.
950 AD – Learn Industrialization, start corp @ 90%, due in 4t @ +73gpt.
Battle for Herakleia – 4/4/ knight vs 3/3 hoplite – flawless retreat. 4/4 knight vs 3/3 hoplite – win, -1hp. 4/4 knight vs 3/3 hoplite – retreat, -1hp. 4/4 knight vs 3/3 hoplite – flawless victory.
Give Persia Electricity for MT, PP, WM, 18gpt, 40gp. Swap knight builds to cav.
970 AD – 2nd Battle for Herakleia – 4/4 knight vs 3/3 hoplite – lose, -1hp. 4/4 knight vs 2/3 hoplite – win, -2hp. Capture city. 4/4 knight vs 3/3 archer – win -1hp.
980 AD – Give Korea Industrialization for Ivory, WM & 19gp.
Give Persia Industrialization for WM, 38gpt & 20gp.
990 AD – Learn Corp, start Steel @ 100%, due in 5t @ +26gpt.
1020 AD – Give Persia wine for WM, 7gpt & 26gp. Persia DOW on Mongols. Good deal. Go get them.
Battle for Ephesus – 4/4 knight vs 3/3 hoplite – lose, -2hp. 4/4 knight vs 3/3 hoplite – retreat, -1hp. 4/4 knight vs 2/3 hoplite – lose, -1hp, promote vet. 4/4 knight vs 2/4 hoplite – flawless win. 1/3 hoplite left. I continue my streak of being one unit short of victory.
Give Korea Wines for WM & 22gp.
Give Japan Wines for WM & 23gp.
1030 AD – Give Persia Silk for 10gpt.
1040 AD – Learn Steel, start Refining @ 100%, due in 5t @ +6gpt.
2nd Battle for Ephesus – 4/4 knight vs 3/3 hoplite – lose, -2hp, promote vet. My stack is dead. GRRRR!!
1050 AD – Give Japan furs for 3gpt.
Make peace with Greece for Brempalonica, 6gp, WM.
Give Greece Chem for WM & 7gpt.
Give Mongols Chem for 4gpt & 5gp.
Give Japan Iron for 5gpt.
Give Korea silk for WM, 14gpt & 70gp.
1060 AD – Give Persia Corp for WM, 29gpt, 19gp.
1080 AD – Give Persia Steel for WM, 16gpt, 30gp & Gems.
Give Japan Metal & Mag for WM & spices.
1090 AD – Learn Refining. Start Combustion @ 100%, due in 5t @ +0gpt.
Give Persia Refining for Nationalism, WM, 20gpt & 30gp.
Give Korea Corp for 46gpt & 50gp.
Give Japan Mag for WM, 2gpt, 16gp.
1110 AD – Give Persia Furs for WM & 48gp.
1120 AD – DOW on Aztecs. They’ve become useless.
Battle for Oil Springs – 5/5 knight vs 3/3 pike – win, -3hp. 4/4 knight vs 3/3 pike – lose, -2hp, promote vet. 4/4 knight vs 2/4 pike – win, -2hp. Capture city.
Battle for Salamanca – 5/5 knight vs 3/3 archer – win, -2hp. 4/4 cav vs 4/4 pike – flawless retreat. 4/4 cav vs 4/4 pike – lose, -3hp, promote elite. 4/4 cav vs 4/4 pike – lose, -2hp. 4/4 cav vs 2/4 pike – flawless win. 4/4 cav vs 2/5 pike – flawless retreat. Really? 4/4 knight vs 2/5 pike – win, -1hp. Capture city.
IBT – kill one knight, retreat a second. No loses.
1130 AD – 3/5 knight vs 1/4 knight – win, -1hp. 4/4 knight vs 5/5 MDI – flawless win, promote elite.
Battle for Grand River – 4/4 cav vs 3/3 pike – lose, -2hp, promote vet. 4/4 cav vs 3/3 pike – retreat, -1hp. What the heck? 4/4 knight vs 2/3 pike – flawless win. 4/4 knight vs 2/4 pike – flawless retreat. 4/4 knight vs 2/4 pike – flawless win, Capture city.
Give Korea Refining for WM, 15gpt & 19gp.
IBT – kill a knight on musket.
1140 AD – learn Combustion, start MP @ 100%, due in 4t @ +73gpt.
4/4 cav vs 4/4 knight – flawless win. 4/4 cav vs 3/3 knight – flawless win. 5/5 knight vs 1/4 knight – flawless win. Capture 2 slaves. 4/4 cav vs 4/4 MDI – retreat, -1hp. 4/4 knight vs 3/4 MDI - win, -2hp. 4/4 knight vs 4/4 LB – win, -1hp. Move Infantry to cover wounded stack.
IBT – the Aztecs stack of knights appear and they overrun Grand River and kill a knight and bowman, take 44gp.
1150 AD – Battle for Grand River – 4/4 cav vs 4/4 knight – flawless win. 4/4 cav vs 2/4 knight – win, -3hp, promote elite. Recapture city. 5/5 knight vs 1/4 knight - flawless win.
IBT – lose a knight to a knight.
1160 AD – 5/5 knight vs 1/4 knight – win, -1hp.
Battle for Tonawanda – 5/5 knight vs 3/3 pike – win, -2hp. 5/5 knight vs 3/3 pike – win, -4hp. Capture city & 1 slave.
Give Greece Physics for WM, 10gpt & 30gp.
1170 AD – 4/4 cav vs 4/4 knight – win, -2hp. 4/4 cav vs 4/4 knight – win, -2hp, promote elite. 4/5 cav vs 3/3 pike – flawless win. 4/5 knight vs 3/3 LB – flawless win.
1180 AD – Give Korea Combustion for Ivory, Democracy & WM.
1190 AD – Battle for Texcoco – 4/4 cav vs 4/4 pike – flawless win. 4/4 cav vs 4/4 pike – retreat, -1hp. 4/4 cav vs 3/3 pike – lose, -1hp, promote vet. 4/4 cav vs 3/4 pike – lose, -2hp. 4/4 cav vs 3/4 pike – lose, -2hp. GRRR!!!! 4/4 cav vs 1/4 pike – flawless loss, promote elite. Really? 4/4 cav vs 2/5 pike – flawless win. 4/4 cav vs 1/4 pike – flawless win. Capture city & 1 cat. 5/5 knight vs 4/4 LB – win, -3hp.
Give Persia combustion for WM, 37gpt, 10gp.
1200 - Give Japan silk for WM & 34gp.
IBT – one of my infantry is flawless killed by an Aztec knight when my cavalry can’t kill their pikes. Yeah, that’s fair.
1210 AD – 5/5 knight vs 1/4 knight – win, -1hp.
Battle for Calixlahuaca – 4/4 cav vs 4/4 pike – win, -1hp. 4/4 cav vs 3/3 pike – win, -2hp. Capture city.
Battle for Xochicalco – 5/5 cav vs 3/3 pike – win, -4hp. 5/5 cav vs 3/3 pike – win -1hp. Capture city.
1220 AD – Give Persia Wines for 7gpt.
5/5 knight vs 1/3 knight – win -1hp.
1230 AD – Give Persia silk for 10gpt. Learn Flight, start SM @ 70%, due in 4t @ +259gpt.
Defense of New Ashur – 4/4 cav vs 5/5 knight – win, -2hp. 4/4 cav vs 3/3 kight – win, -2hp.
4/5 knight vs 2/4 LB – win, -1hp.
1240 AD – Battle for Teotihuacan – 4/4 cav vs 4/4 pike – lose, -2hp. 4/4 cav vs 3/3 pike – lose, -2hp. Really? 4/4 cav vs 3/5 pike – win, -1hp. 5/5 cav vs 2/4 pike – flawless retreat. 4/4 cav vs 2/4 pike – win, -1hp, promote elite. Capture city & 3 slaves.
IBT – Aztecs knight suicides against infantry.
1250 AD – Give Mongols Physics for WM, 2gpt & 8gp.
Battle for Tenochtitlan – 4/4 cav vs 4/4 pike – win, -1hp. 4/4 cav vs 4/4 pike – win, -1hp. 4/5 cav vs 3/3 pike – flawless win, capture city.
Battle for Tlaxcala – 4/4 cav vs 4/4 pike – win, -2hp. 4/4 cav vs 4/4 pike – retreat, -2hp. 5/5 cav vs 4/4 pike – win, -3hp. Capture city & Leo’s.
Battle for Tlatelolco – 4/4 cav vs 3/3 pike – flawless win. 4/4 cav vs 3/3 pike – win, -2hp. Capture city.
Make peace with the Aztecs for Tlacopan, 3gp & WM. This gives me their island city.
Give Japan Fur for WM & 9gp.
1255 AD – Give Japan Iron for 5gpt.
Give Korea silk for 14gpt.
1260 AD – in preparation for my war with Greece, I gift Brempalonica to Korea. Order Greece out of my lands.
Learn SM, start AT.
Give Persia Flight for WM, 54gpt & 80gp. Note that they do not have oil. :D
1265 AD – Give Persia RP for Gems, WM, 18gpt, 30gp. Give Japan Nationalism for Spices & 8gp.
1270 AD Battle for Ep?? – 4/4 cav vs 4/4 hoplite – lose, -3hp. Here we go again. 4/4 cav vs 3/3 hoplite – win, -2hp, promote elite. 4/4 cav vs 1/4 hoplite – win, -1hp. Capture city.
1280 AD – 4/4 cav vs 3/3 hoplite – flawless win. 5/5 cav vs 3/3 hoplite – win, -1hp.
4/4 cav vs 4/4 hoplite – win, -1hp. 4/4 cav vs 3/3 hoplite – win, -3hp. Capture Qitaiodea. Greeks are dead.
1285 AD – Learn AT, Start Electronics @ 100%, due in 5t @ -21gpt.
1295 AD – Give Persia MP for WM, 17gpt & 50gp.
Give Mongols horses for 20gp.
Give Korea Flight for 38gpt & 2gp.
Give Japan Salt.
Give Mongols Iron.
Mongols, Japan and Korea are polite towards me. :D
1310 AD – Learn Electronics. Set to MT @ 100%, due in 4t @ +62gpt. Build ToE. Learn MT & Radio. Pull Computers for free. Set Fission due @ 100%, due in 7t @ +62gpt.
Now I need to trade everyone up and trade fission. :D
Give Persia SM for WM, 23gpt & 30gp. Gift AT & Electronics. Give Persia Fur, Oil, Radio & MT for Communism. Persia also draws Fission. :D :D
Give Korea computers for Fission & 9gp.
Swap my prebuild to UN due in 1t.
DOW on Persia, my enemy at the UN. Give Korea oil for an alliance against Persia. Then give them a MPP & ROP. They are now gracious. Give Japan Steam for an alliance. Give a ROP &MPP & Coal. Japan is now Gracious. Mongols will sign an alliance straight up. Give ROP, MPP & Metal. Mongols are now gracious. Give the Aztecs Democracy for an alliance just to make sure they abstain. Give them wine as a gift though they’ll always be furious with me.
1315AD – build UN.

Hold the vote. It is as expected.

Hammurabi votes for Hammurabi.
Xerxes votes for Xerxes.
Temujin votes for Hammurabi.
Montezuma abstains.
Wang Kon votes for Hammurabi.
Tokugawa votes for Hamurabi.

Vote is 4 to 1 with 1 abstaining.
Diplomatic victory. 25 hours, 39 minutes, 45 seconds.
Firaxis Score: 5840
Jason Score: 8074

 
Just finished

PtW 1.27f for Windows
Entry class: Open
Game status: Cultural 100K Victory for Babylon
Game date: 1808 AD
Firaxis score: 6711
Jason score: 6441
Time played: 40:56:12
Submitted save: Hammurabi of the Babylonians, 1808 AD.SAV

Bit of a slow game and very boring at end. Went the Internet route, probably a mistake, and a few times had to avoid domination.

As this was only my second PTW game, the first for ages (though I have ages ago played a bit of vanilla), was on a bit of a learing curve.
 
swordsman_small.gif

combined spoiler


Submitted at the very last moment. The final result is a conquest in 530 AD, with a Firaxis score of 9924 and a Jason score of 11267. It could have been better, but once again i had to play in a very fragmented way because of the lack of time. I counted 13 or 14 sessions, the later ones being of a 4-5 turns each, and this certainly doesn't help strategic planning and forethought. For the same reason, my spoiler won't be detailed as usual, although i have some interesting screeshots to show.

Besides that, this has been one of the strangest game i played, both for the good and the bad.

First of all, huts. Have they been modded? Either that or i've had the most favourable outcome of all my Civ career. Totally forgetting i was playing Emperor (i only made up my mind when i saw unhappiness in Babylon at size 2!!!) i stepped on the near hut with my first warrior, got CB and used it to trade for Alphabet. Moved on a 2nd hut, to deny it to the Greeks, and got Warrior Code. Win twice, gamble again: 3rd hut and 3rd tech. The list goes on: a Nubian worker, another tech, a deserted village and a conscript warrior. Not once i drew barbs.

Now, before you call me lucker, let me say that only the first tech had really an impact, because it let me trade for Alphabet and go for a min run at Writing. The 2nd one got me only 40 quids, and by the time i researched Writing i had more than 200 coins. The other ones were all useless, i could have traded for them and still gobble up all the cash available. Finally, i paid this luck later on, and with interests.

The opening was pretty standard: settle in place, warrior, warrior, worker, granary. With two forests to clear, it took a while to set up the 4-turner and in the meanwhile i had to bear with the aggressive settling posture of the greeks: they almost managed to cut me off completely from furs! Cities were placed at RCP 4. The tech sequence was Pottery (max) -> Alphabet (trade) -> Writing (min run) -> Map Making (max). I prebuilt a pair of boats, started sailing and got knowledge of all the AS, without selling contacts whatsoever. Then i had to research myself both CoL and Philosophy and finally i reached Republic in 590 bc, not before two wars with enemies still in despotism.

The greeks sneak-attacked me very early on, when i had only a bunch of regular warriors to defend myself. But i got hints of it (greek war forted outside my capital, leave or declare option) and didn't let them catch me pants down. The capital repealed the attack and then a warrior on mountain, guarding two workers, defended twice and became veteran. Then, i took my chances against a warrior escorting a settler, won and got 2 slaves. At this point, with an archer buildup they could have crushed me, but apparently they were poprushing hoplites instead. For when archers showed up, they were regular and unescorted, and at the cost of 4 warriors i managed to take down 3 of them. The main trouble came from a hoplite wandering in my land, that i had to cut off from vital squares with a sort of blockade:

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As soon as i get Map Making i offer peace, getting a city and their world map. What could have led to disaster turned out to be a good thing. Apart from Athens building the Colossus, nothing particular happens until 1000 bc. Here are the QSC statistics:

11 cities, 25 pop units;
1 settler, 11 workers, 15 warriors, 1 spear, 3 galleys, 3 bowmen, 2 slaves;
missing Poly, Math, Philo (due next turn), Construction and Currency;
408 quids in the coffers, that will be used for a mass-upgrade of warriors;

Alas, i forgot to submit a QSC savegame :( But i have a screenshot:

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Note the cultural pressure over Sparta. That spot was too good to be missed. A temple was rushed quickly with woodchopping, and troops are there to keep my city safe. Of course i hoped to cause Sparta to flip, but it never happened so i had to take it over the hard way.

As Athens completes the Great Lighthouse, it is time to assess the pesky greeks. The whole stack of swords is sent to Athens, overlooking Sparta. Next turn the city falls, but my stack stumbles over the first of many SOURs and is miniaturized to half its size. The remaining forces are barely enough to take over Sparta. Then, the Iroquois sneak-attack my lone settlement of Kish in the southern tip of their landmass, meant to hook up dyes. Two warriors vs. one of mine, they win flawlessly at the first battle and the city is autorazed.

Due to their scarcity of land, the takeover of Greece is completed quicky. To my surprise, they are willing to give away their settlement oversea, built upon dyes. So i sign peace, then gift them Republic and sign a RoP, which is immediately abused to capture their last city. As nobody else knew the greeks, my dastardly act passed unnoticed and my reputation remained intact.

Gone the Greeks, it is time to assess the treacherous Iroquois. A fleet of galleys send troops over the strait and the land grab begins. But then, a veteran warrior decides to suicide himself against a veteran bowman, and my Golden Age is triggered at the wrong time! Too early to be exploited fully damn it! Anyway, the conquest goes on. A leader is generated, a city is founded in the middle of the Iroquois land and the Forbidden Palace is rushed immediately.

Peace is signed and the Iroquois are left playing OCC in a small town completely surrounded by jungle. They are left alone for the moment because i still need my trade reputation. Time to assess the Aztecs, but before i move they anticipate me by entering my land. They are told to leave or declare and they declare. Next turn is Persia which tries to sneak-attack at the dye colony. As i'm about to enter Middle Ages, it comes exactly at the wrong moment -.-

Middle ages is reached in 90 bc and my free pick is Monotheism. The only chance i have is with Korea and luckily they get Feudalism. The two MA techs are traded, then i go at slow rate for the last tech i really need, Chivalry. During the Aztec campaign three more leaders are generated: the 1st is used for Sun Tzu in the Iroquois / Aztec landmass, the 2nd one for the Great Library and the 3rd one is sent to the capital to sit there until Monarchy was learned, and then used for the Hanging Gardens. In the meantime, lots of elite fishing took place. Leader galore? Not quite, because that leader was the very last one of the whole game, in spite of more than 40 successive elite victories (i stopped counting when they were not really important anymore).

Meanwhile, the grace period for the Iroquois is over and their last city is captured. Moreover, i manage to take over the Persian city of Sardis, which sits at the exact place to act as a canal for the upcoming galley chain that will send troops to the Mongol and Persian front. Here's the shot:

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A two-front war begins when i start taking over Mongolia. They have horses and iron but no knowledge of Chivalry. Yet, their defenses were surprisingly strong and once again i take heavy losses, to the point the war weariness starts kicking in. A nasty surprise comes from the Aztecs: their last city is captured in 150 ad but they have boat people somewhere. Next turn, the new Aztec capital of Teayo shows up, in a far far chunk of land at the southern tip of the Japanese landmass! I send a boat with two horses but it must come back because, as i approach the land, i see two archers, two spears and one jaguar warrior *outside* of the city, therefore they must be having at least another defender inside! How the hell did they manage to have all those troops from a fresh-built city?

Whatever it is, the Aztecs managed to survive much longer, until i came back with a bigger fleet and an overwhelming force of 8 knights. And yet, thanks to a SOUR, the attack almost failed.

With the Mongolian war still going on i start attacking Korea. The korean cities are lightly defended. With no iron, no horses and no barracks their only troops are regular spears and archers. Seoul falls easily and retains its harbor, but then my maces and knights decide to soil themselves en masse outside Wonsan and Pusan: double SOUR and double failed attack. Fortunately, for the time my 2nd core is up and running, so fresh troops are available to take over the two cities next turn, yet it was an annoying setback.

In 300 AD i sign peace with Mongols, leaving them with one city in their northern tip (devoid of iron and horses) and a settler+spear pair that is in the middle of the jungle and has nowhere to settle.

In the very same turn, i see this:

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In the diplomacy screen, there is no "leave or declare" option, but the text says "blah blah blah withdraw them now", so they shouldn't be aiming at us, they're probably going after the mongolian settler, right? Wrong, in the interturn the immortal sneak-attacks Dalangzagad and, of course, scores its kill -.-

It is the beginning of an abysmal phase for my forces there. While the waves of immortals never managed to penetrate and cause real damage, they were a constant annoyance, ofted defending successfully against knights and then killing them with apparent ease. I resume war with Mongolia immediately, take over their last city and capture the wandering settler, removing them from the game and disengaging some troops meant to guard their cities, yet i remained stuck for several turns in that pesky jungle fending off persian pesters instead of preparing the invasion of mainland Persia. They seemed to have a neverending supply of immortals -.-

On the other front, i cleared north Korea, signed a RoP with Japan, moved into japanese territory and cleared south Korea, on the left "leg" of the japanese landmass. Then i stumble upon the lone persian settlement of Tyre, where my knights once again decide to soil themselves against regular spears: SOUR and failed attack -.-

In 400 ad, Korea is finally cleared, and the mass of troops reposition itself to rape Japan. On the other front, i sign peace with Persia, grab a city and prepare the main invasion. It will come in three front: slow units advancing to the southern area, main bulk of knights landing and their western coast and, on the final phase, reinforcements coming from Japan taking care of their capital. Easy? Not quite:

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It's 500 ad, at the end of the turn. The knight has zero movement left. That stupid longbow has survived, redlined, against a knight and now is about to capture that city. The best thing i could do was to move a knight from the coast, just in range for recapture, but now the same knight can no more embark to defend a colony in the small island to the south, which finds itself short of defenders. Now, guess where two immortals are about to be landed in this very same interturn? -.-

In short, i had to abandon that colony to not let it fall in the hand of the Persians.

As the game is almost over, there's time for another SOUR: a stack of 10 attackers coming from conquered Japan, knight and maces, has been landed just outside Persepolis. In the interturn, immortals kill the 1st knight, redline the 2nd (which retreats) and then kill it. When it's my turn, my troops once again soil themselves (there must be something wrong with the food) and the attack fails horribly. Next turn, reinforcements from the captured city of Pasagardae manage to take over Persepolis, but then i have to wait for another shipment from Japan before the two last persian cities could be captured, in 520 ad. At least, they had no boat people and conquest is achieved.

Oh, did i mention the SOUR i've had previously at Bactra, visible in the last shot? That was the reason why Gordium had been left defenseless -.- Anyway, it could have been worse, Gordium could have flipped and then, in the next turn, i could have met a longbow and a musketman. Yes, they researched Gunpowder in the final turns, but didn't have enough time to build musketmen. I suppose i should be happy, after all.

Tech log:

4000bc: Bronze Working (prerequisite);
3750bc: Ceremonial Burial (hut);
3350bc: Pottery (research); Alphabet (trade, Greece);
3300bc: War Code, Mysticism (hut);
2110bc: Wheel (hut)
1675bc: Writing (research);
1325bc: Map Making (research);
1175bc: Iron Working (trade, Aztecs);
1100bc: Code of Laws (research); Masonry, Horse Riding (trade, Iroquois);
_975bc: Philosophy (research);
_590bc: Republic (research);
_490bc: Mathematics (trade, Persia);
_190bc: Currency (research); Construction (trade, Persia);
__90bc: Polytheism (research); Monotheism (scientific bonus); Feudalism (trade, Korea);

__10ad: Engineering (Great Library);
_250ad: Chivalry (research);
_290ad: Monarchy, Theology (Great Library);
_340ad: Invention (Great Library);


Cities till QSC:

4000bc: Babylon
2150bc: Ur
1990bc: Niniveh
1790bc: Ashur (wines)
1700bc: Ellipi (furs)
1575bc: Akkad
1350bc: Uruk
1325bc: Eridu
1325bc: Corinth (extorted)
1175bc: Samarra (horses)
1000bc: Lagash (wines)


Meetings:

3350bc: Greece;
1175bc: Iroquois, Aztecs;
1000bc: Korea, Japan;
_800bc: Mongols, Persia


Kills:

_590bc: Greece;
_130ad: Iroquois;
_330ad: Mongols;
_340ad: Aztecs;
_400ad: Korea
_500ad: Japan
_520ad: Persia
 

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How the hell did they manage to have all those troops from a fresh-built city?
Their original starting units respawn when they townlessly found their capital. You could say that the game starts over for that particular AI.

Good story and good game.

I had a very similar early war with the Greeks, except the stupid suckers didn't even send 1 hoplite. I do wonder how the heck you could get Corinth in your first peace treaty? You mentioned it took 4 warriors to kill 3 archers (which incidently sounds much more favorable than the sourness of my early battles; I may have been at a point where there was around 50% chance that I would keep all my towns) so how could the Greeks get the idea that you were so much more powerful than they were? Usually at this level they will have many more troops early on through wanton pop-rushes etc.
 
Their original starting units respawn when they townlessly found their capital. You could say that the game starts over for that particular AI.

D'OH! I thought it only happens when a civ respawns.

About the city, i agree it's kind of surprising. I just loaded the save right after the peace treaty. At that precise point, my military is weaker, in the power graph i'm roughly equal and in the score graph i'm slightly ahead of them.

I suppose it's because of their higher number of casualties. Apart from the 3 archers, they lost 3 warriors in the sneak-attack and a warrior+settler pair immediately after.
 
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