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GOTM178 Spoiler

Date, Produced, Tech achieved, Other notables

+1510 Caravan Japanese, Egyptian, Indian -> 50g
+1520 Atomic Theory Chinese build Leo
Celt, Egyptian, Chinese -> 50g
+1530 Coal to Memphis for a disappointing 165. Japanese, Greek -> 50g
+1540 Caravan Silk to Memphis for 198
Celt, Indian -> 50g
+1550 Chinese -> 50g
+1560 Greek -> 50g
+1570 Caravan Electricity Celt, Greek, Indian -> 50g; Egyptian -> 0g
+1580 Egyptians and Indians go to war with each other
Celt, Chinese -> 50g; Egyptian -> 0g
+1590 Caravan Celts develop Railroad and switch to Darwin
Magnetism -> Chinese -> Economics
+1600 Barbarian knights land south of Trondheim
Magnetism -> Indian -> Medicine, 150g
Celt, Chinese, Greek -> 50g
+1610 Caravan 50g from hut. Celt -> 50g
+1620 Celts exchange Railroad with Egyptians
Metallurgy -> Egyptian -> Railroad, 50g
Railroad to all but Chinese.
Celt, Greek -> 50g
+1630 Caravan Chinese -> 50g
Barbarian knight bribed for 82g
+1640 Barbarian knight kills my knight and diplomat
Celt, Greek -> 50g
+1650 Diplomat Conscription Chinese -> 50g
+1660 Darwin Chemistry Barbarian knight dies in attack on Trondheim
Explosives Had to choose Pottery for the next tech
Railroad -> Chinese -> Pottery
Celt, Egyptian, Greek -> 50g
+1670 Greeks build SunTzu
Celt, Egyptian -> 50g
+1680 Caravan None musketeer from hut.
Celt, Egyptian, Chinese, Greek, Indian -> 50g
+1700 Caravan Celt, Greek -> 50g
+1710 Indians build Magellan
Celt, Chinese -> 50g
+1720 Caravan Egyptian, Greek -> 50g
+1730 Celt, Chinese, Indian -> 50g
+1740 Caravan Industrialization Industrialization -> everyone
+1750 Celt -> 100g; Chinese, Greek -> 50g

Status at +1750
City Size: 1 Government: Democracy Gold: 2552 Techs: 45 Trade routes: 3
Structures: Library, Marketplace, University
Wonders: Marco, Colossus, Copernicus, Newton, Darwin
Units: 1 None settler, 2 None Archers, 1 None musketeer, 1 None Horseman , 1 Frigate, 1 diplomat, 24 vans (all food)
Goals: Superhighways, Research lab
Celt: 7 cities, 41 techs; King Richard; allied with me
Japanese: 5 cities, 33 techs; allied with me
Egyptian: 4 cities, 38 techs; Great Wall; allied with me
Chinese: 8 cities, 40 techs; Pyramids, Great Library, Leo; allied with me
Greek: 8 cities, 31 techs; Sun Tzu; allied with me
Indian: 6 cities, 41 techs; Hanging Gardens, Magellan; allied with me

+1752 Caravan Japanese build Eiffel. Should have I grabbed it?
Celt, Greek, Indian -> 50g
+1754 Egyptians build Liberty
Celt, Egyptian -> 50g; Chinese -> 0g
+1756 Caravan Greek -> 50g
+1758 Chinese deliver to Trondheim
Celt, Greek, Indian -> 50g; Chinese -> 0g
+1760 Caravan Chinese discover Conscription
Conscription -> all
+1762 Celt, Greek -> 50g; Egyptian -> 100g; Indian->200g
+1764 Caravan Barbarian crusaders land not so near Trondheim
Celt, Egyptian, Greek, Indian -> 50g; Chinese -> 0g
+1766 Corporation Indians and Egyptians reach peace!
Celt, Egyptian -> 50g; Chinese -> 100g
+1768 Freight Celt, Chinese, Greek, Indian -> 50g
+1770 Egyptian, Chinese, Greek -> 50g
+1772 Freight Celt, Egyptian -> 50g; Chinese -> 25g
+1774 Celt, Greek, Indian -> 50g; Chinese -> 25g
+1776 Freight Celt, Egyptian -> 50g; Chinese -> 25g
+1778 Hut yields advanced tribe; reload.
Hut yields 3 barbarian knights; horseman escapes
Celt, Egyptian, Greek, Indian -> 50g; Chinese-> 25g
+1780 Freight Celt -> 50g; Chinese -> 25g
+1782 Barbarian crusaders land south east of Trondheim
Egyptian, Chinese, Greek, Indian -> 50g
+1784 Freight Refining Chemistry -> Celt -> Communism
+1786 UN Mountaintop archer survives barbarian crusader
Celt, Egyptian->100g; Chinese, Greek, Indian-> 50g
+1788 Musketeer on hilltop barely survives barbarian
crusader and turns vet
Economics -> Egyptian -> Leadership
Leadership -> Japanese, Greek, Indian
Celt, Chinese -> 50g
+1790 Freight Celt, Egyptian, Greek -> 50g
+1792 Celt, Egyptian, Chinese, Indian -> 50g
+1794 Freight 2xAdvanced tribe; reload; 100g from hut
Celt, Greek -> 50g
+1796 Egyptian, Chinese, Indian -> 50g
+1798 Freight Explosives to all but Greeks. Japanese -> 50g
+1800 Celt, Egyptian, Chinese -> 100g
Japanese, Greek, Indian -> 50g

Status at +1800
City Size: 1 Government: Democracy Gold: 5048 Techs: 49 Trade routes: 3
Structures: Library, Marketplace, University
Wonders: Marco, Colossus, Copernicus, Newton, Darwin, UN
Units: 1 None settler, 2 None Archers, 1 None musketeer, 1 None Horseman , 1 Frigate, 1 diplomat, 24 vans (all food)
Goals: Superhighways, Research lab
Celt: 8 cities, 46 techs; King Richard; allied with me
Japanese: 6 cities, 38 techs; allied with me
Egyptian: 4 cities, 43 techs; Great Wall; allied with me
Chinese: 8 cities, 43 techs; Pyramids, Great Library, Leo; allied with me
Greek: 8 cities, 35 techs; Sun Tzu; allied with me
Indian: 6 cities, 46 techs; Hanging Gardens, Magellan; allied with me

+1802 Freight Magnetism -> Greek, Egyptian
Celt, Japanese -> 50g
+1804 Combustion Musketeer survives barbarian crusader
All -> 50g
+1806 Freight Egyptians and Japanese start war
Celt, Japanese, Egyptian, Chinese, Greek -> 50g
+1808 200g from polar hut
Celt, Japanese, Egyptian, Indian -> 50g
+1810 Freight Celt, Japanese, Egyptian, Chinese, Greek -> 50g
+1812 Celt, Japanese, Egyptian, Greek, Indian -> 50g
+1814 Freight Celt, Japanese, Egyptian, Chinese -> 50g
+1816 Celt, Japanese, Chinese, Greek, Indian -> 50g
+1818 Freight Celt, Japanese, Egyptian, Chinese -> 50g
+1820 Advanced tribe; reload; 100g from hut
Celt, Japanese, Egyptian, Greek, Indian -> 50g
+1822 Freight 50g from polar hut
Celt, Egyptian, Chinese -> 50g
+1824 Steel Japanese, Chinese, Greek, Indian -> 50g
+1826 Freight Celt->100g; Japanese, Indian ->50g; Chinese->150g
+1828 Celt, Greek -> 50g; Japanese -> 0g
+1830 Freight Barbarian knight from polar hut; horseman escapes.
Celt, Chinese, Indian -> 50g
+1832 Celt, Chinese, Greek -> 50g
+1834 Freight 100g from hut
Egyptian, Indian -> 50g
+1836 Celt, Chinese, Greek -> 50g
+1838 Freight Celt, Chinese, Indian -> 50g
+1840 Celt, Egyptian, Greek -> 50g
+1842 Freight 100g from hut
+1844 Automobile Japanese build Suffrage. Celt, Chinese -> 100g
Egyptian, Greek, Indian -> 50g
+1846 Superhighways Chinese build Michelangelo. Greek -> 100g
Celt, Egyptian, Chinese, Indian -> 50g
+1850 Freight Celt, Indian -> 100g

Status at +1850
City Size: 1 Government: Democracy Gold: 8437 Techs: 52 Trade routes: 3
Structures: Library, Marketplace, University, superhighways
Wonders: Marco, Colossus, Copernicus, Newton, Darwin, UN
Units: 1 None settler, 2 None Archers, 1 None musketeer, 1 None Horseman , 1 Frigate, 1 diplomat, 36 vans (all food)
Goals: Research lab, not contacting any ally after flight, beefing up defense before flight, factory and nuclear plant to boost shield output from current 2 to 4 to allow for defensive units.
Notes: Have not had any commodities open up since late 1400s.
Celt: 8 cities, 49 techs; King Richard; allied with me
Japanese: 5 cities, 40 techs; Eiffel, Suffrage; allied with me, war with Egyptians
Egyptian: 4 cities, 48 techs; Great Wall, Liberty; allied with me, war with Japanese
Chinese: 9 cities, 48 techs; Pyramids, Great Library, Leo, Michelangelo; allied with me
Greek: 9 cities, 36 techs; Sun Tzu; allied with me
Indian: 7 cities, 47 techs; Hanging Gardens, Magellan; allied with me
 
While the men in quill pens like to stockpile caravans, the size1 city defences remain as thin as parchment! Build City Walls!

(no but srsly. Would suck.)

No commodities open? Wonder bread trick didn't work? That's odd. Could never figure it out for the life of me.
Also, is Flight a threshold for AI diplomacy? (In the case they get more testy afterwards)
 
While the men in quill pens like to stockpile caravans, the size1 city defences remain as thin as parchment! Build City Walls!
No city walls yet. But I will likely build one. Even more likely, I will build a SAM and a coastal fortress. My defenses are adequate for barbarians and all rivals are for now my ally. Thanks to the None settler, I have 4 forts around my city all connected with railroads. 2 are on a hill, 2 are on mountains. Furthermore, my city is also on a mountain. My defensive units are few and ancient (2 archers and 1 musketeer) but they can withstand barbarians in a fort on high ground. I also have a diplomat and an unbelievable treasury thanks to my generous allies. I can bribe away an army.

My boat is wandering around in hopes of getting more None units, but it is mostly catching gold. At some point I may bribe them from my allies.

While I may get some None riflemen that way, I plan to produce a battleship myself and hence need the extra shields. Due to the rough terrain around my city, my major threat is going to be a naval invasion.
No commodities open? Wonder bread trick didn't work? That's odd. Could never figure it out for the life of me.
I learned the term from ElephantU and here is his description of it in the tips and tricks thread:
You can force a re-processing of the list by starting a Wonder in the city and contributing a caravan or freight to it (using food preserves other commodities for delivery - hence the name...).

I have built 2 large wonders since late 1400s and nothing has opened up. Do not know what else to do.
is Flight a threshold for AI diplomacy? (In the case they get more testy afterwards)
It is either Flight or Advanced Flight.
 
Date Produced Tech achieved Other notables
+1851 Egyptian, Chinese -> 100g
+1852 Freight Chinese build Shakespeare. Japanese, Greek -> 0g
Just found out my power is weak.
Japanese have slipped to pathetic
+1853 Celt, Chinese, Indian -> 100g
+1854 Freight updated all maps.
Greeks have troops but no cities on my island.
+1855 Mass Production Japanese and Egyptians reach peace!
Mass Production -> Indian -> Tactics, 50g
Celt -> 100g; Tactics -> Japanese;
Egyptian, Chinese, Greek -> 50g
+1856 Freight Egyptian, Greek -> 50g
+1857 Tactics -> Celt; Chinese -> 100g
+1858 Freight Celt -> 200g; Egyptian, Indian -> 100g; Greek->25g
+1859 100g from polar hut. Chinese -> 100g
+1860 City Walls Power jumped to Inadequate; I am my own key civ!
Tech cost dropped by over 250
Celt -> 100g; Greek -> 25g; Indian -> 50g
+1861 Hut claims to unleash barbarians, but none appeared
I have never seen this before
Chinese -> 100g; Greek -> 25g
+1862 Coastal Fort Machine Tools Celt -> 100g
+1863 Power jumped to moderate; Tactics -> Greek
Chinese -> 100g
+1864 Freight Power back to Inadequate
+1865 Celt, Chinese -> 150g; Indian -> 100g
+1866 Freight Celt -> 100g
+1867 Celt -> 100g; Chinese -> 150g
+1868 Freight Egyptians finish Electronics a turn before I!
Tactics -> Egyptian (0) -> Electronics, maps
50g from hut. It has been a long time since any units
+1869 Power is still inadeqaute!
Celt, Indian -> 100g; Chinese -> 150g; Greek -> 50g
+1870 Factory Mini
+1871 100g from hut.
Celt, Chinese -> 150g; Greek -> 50g; Indian -> 100g
+1872 Battleship Celt -> 100g
+1874 Freight Egyptians build Adam Smith; 100g from hut
Celt -> 150g; Chinese -> 200g; Greek -> 50g;
Indian -> 100g; Treasury is above 10K
+1876 Freight Celt, Chinese -> 150g; Greek, Indian -> 50g
+1877 Computers Machine Tools -> Greek -> Feudalism, 0g
+1878 Research Lab Power is still inadequate.
Tech rate is down to 5 turns from 7
Celt, Chinese -> 150g; Greek -> 0g; Indian -> 100g
+1879 None musketeer from polar hut.
+1880 Freight Power dropped to weak; Celt -> 200g; Greek -> 0g
Egyptian, Indian -> 50g; Chinese -> 150g;
+1881 Power back to inadequate
Celt -> 100g; Greek -> 0g; Chinese, Indian -> 50g
+1882 Freight Japanese and Greeks start fighting
Celt, Chinese -> 100g
+1883 Nuclear Fission Greek -> 25g; Indian -> 100g
+1884 Freight Chinese build Bach. Celt, Chinese -> 150g
+1886 Freight Japanese go to war with Egyptians
Celt, Chinese -> 150g; Indian -> 100g
+1888 Freight Japanese start war with Celts; Chinese -> 150g
+1889 Nuclear Power Celt -> 150g; Indian -> 100g
+1890 Nuclear Plant Celt -> 100; Chinese -> 200g
+1892 Freight Celt, Chinese -> 150g; Indian -> 100g
+1894 Freight Celt, Chinese -> 150g
+1895 Laser 100g from polar hut
+1896 Freight Celt, Chinese -> 150g; Greek -> 0g; Indian -> 100g
+1898 Freight Japanese start with Indians
Celt, Chinese -> 150g; Indian -> 100g
+1900 Barracks Celt -> 150g; Chinese -> 200g; Greek -> 25;
Indian -> 100g

Status at +1900
City Size: 1 Government: Democracy Gold: 13163 Techs: 62 Trade routes: 3
Structures: Library, Marketplace, University, superhighways, Research Lab, Factory, Nuclear plant, City walls, coastal fortress, barracks
Wonders: Marco, Colossus, Copernicus, Newton, Darwin, UN
Units: 1 idle None settler, 2 None Archers, 2 None musketeers, 1 None Horseman , 1 Frigate, 1 battleship, 1 diplomat, 54 vans (all food)
Goals: Flight (next turn), one Marine for defense, Space race, not contacting any ally for gifts after flight.
Notes: Have not had any commodities open up since late 1400s.
Celt: 8 cities, 61 techs; King Richard; allied with me, war with Japanese
Japanese: 6 cities, 48 techs; Eiffel, Suffrage; allied with me, war with Celts, Egyptians, Greeks, and Indians
Egyptian: 5 cities, 57 techs; Great Wall, Liberty, Adam Smith; allied with me, war with Japanese
Chinese: 11 cities, 59 techs; Pyramids, Great Library, Leo, Michelangelo, Shakespeare, Bach; allied with me
Greek: 9 cities, 44 techs; Sun Tzu; allied with me, war with Japanese
Indian: 8 cities, 53 techs; Hanging Gardens, Magellan; allied with me, war with Japanese
 
+1901 Flight Computers -> Indian -> Amphibious warfare, maps
+1902 Marine Egyptians build Hoover dam
+1903 Japanese reach peace with Egyptians and Greeks
+1907 Freight Radio 100g from polar hut
+1910 Airport
+1911 Power dropped to weak. Try a round of begging
Celt -> 200g; Japanese cancel alliance;
Chinese -> 250g; Greek -> 100g; Indian -> 150g
No one is even asking for flight or radio
+1912 Port facility Power is back at inadequate
Celt -> 150g; Chinese -> 200g; Greek, Indian->100g
+1913 Advanced Flight Barbarian dragoons land south of Trondheim
Battleship kills one of them and turns vet
+1914 Freight Barbarian leader for 100g
Battleship and Frigate each kill another dragoon
+1916 Indians build SETI
+1919 Freight Rocketry Celt -> 150g; Computer -> Egyptian -> Sanitation
+1921 SAM
+1922 Power dropped to weak again. Celt -> 200g
Chinese -> 250g; Greek -> 75g; Indian -> 100g
+1923 Power back to inadequate. Celt -> 150g
Chinese -> 200g; Greek, Indian -> 50g
+1924 Egyptians build Cure. Celt -> 150g
Chinese -> 200g; Greek, Indian -> 50g
+1925 Freight Space Flight
+1926 Apollo Chinese have 4 cities on the western end of my island
+1927 SS Structural
+1928 SS Structural
+1929 SS Structural
+1930 SS Structural power dropped to weak
+1931 SS Structural power back at inadequate?
+1932 SS Structural Plastics
+1933 SS Structural power dropped to pathetic. This is better than weak
+1934 SS Structural
+1935 SS Structural
+1936 SS Structural
+1937 SS Structural
+1938 SS Structural
+1939 SS Structural Superconductor Had to pick an off path (polytheism) for the next tech
Indians, Egyptians, and Celts cancel alliance.
All wanted superconductor.
Will wait to lessen the impact of sharing
+1940 SS Structural
+1941 SS Structural
+1942 SS Component
+1943 SS Component
+1944 SS Component Chinese develop Advanced Flight!
+1945 SS Component Advanced Flight -> Celt -> Polytheism
+1946 SS Component Chinese develop Combined Arms!
+1947 SS Component Fusion power
+1948 SS Module
+1949 SS Module
+1950 SS Module 15s3c1m space ship launched!
+1952 SDI defense
+1953 Espionage Chinese develop Nuclear Fission
+1954 Spy Celts develop Nuclear Fission
+1955 Lighthouse
+1956 Oracle Chinese develop Space Flight
Space Flight -> Celt -> Guerrilla warfare
Space Flight -> Egyptian -> Mobile warfare
Space Flight -> Celt -> Guerrilla warfare
+1957 Chinese join the space race with 4 structurals
Indians join the space race with 2 structurals
+1958 Spy Egyptians join the space race with 3 structurals
Celts join the space race with 1 structurals
+1960 Robotics Chinese develop Plastics!
+1961 Indians develop Plastics!
+1962 Egyptians develop Plastics!
Greek join the space race
+1964 Manhattan
+1965 Space ship arrives
 
This was the first time I played OCC-size-1. My experience may or may not be typical, but here are some highlights:
- Above all this strategy is a testament to the power of diplomacy. All other aspects of the game pale in comparison here.
- Above all the challenge of this game was technology. At best my rate was 6 turns per tech. Managing your rival's techs is a must in this strategy. Not only you need to be concerned about what they are researching but also about what they have and do not have to make sure you share in a way to keep your tech distance.
- expected trade to play a significant role. Its role was next to ignorable and not just because I got few commodities to begin with. The payout from a size 1, even for overseas foreign trade, is pretty small. With the exception of a gold delivery for 348, all my other deliveries were below 200.
- expected late game antagonism and warfare which is pretty common in regular OCC, but here the rivals completely ignored me. Was it because I was size 1? I suppose, but cannot be sure. Not even one of them declared war or engage in sneak attacks. I was well prepared by having all defensive infrastructure (city walls, coastal fortress, SAM) plus all vet producing ones (barracks, port facility, airport) just in case I had to produce replacement units for defense. In the end it all came to naught. Unlike a regular OCC game, however, the defense build up did not postpone my launch, as the main bottleneck was technology by a long shot.
- I expected to rely on my allies' generosity a great deal as in most OCC games. But this one was beyond belief. Early on I would build one van per turn, and later build one van every other turn (simply because I had too much of a surplus) and still my treasury was growing with taxes at zero. Before the space race, my treasury peaked above 14K which was twice what I needed.
- I was unimpressed when I got a nomad out of a hut. For a little while I was even thinking about disbanding it for shields. But it turned out to be quite useful. Before republic I would put my citizen on ocean. After republic, my boat was taking a support shield and putting my citizen on ocean would have meant zero shields available for production. I needed to road a plains square at a minimum. Of course my nomad was a lot busier building a mine and many forts connected by railroads.
- For a regular OCC the needed wonders are Colossus, Marco, Copernicus, Shakespeare, Newton, and Apollo. Here Shakespeare is not needed but Darwin and UN are. Darwin for the obvious reason, UN to allow you to keep begging and managing rivals' techs past communism.
- This is a rather boring and time consuming strategy. Past Marco, over 90% of the time is spent begging. While per turn real time is less than regular OCC, there are a lot more turns needed with this strategy.
 
I really hope you had the diplomacy screen turned off in Game Options. Takes less time loading otherwise. TOok me way too long to figure that out when it was turned off on accident!
 
Good point. However, the diplomacy screen is not the problem. The "Animated Heralds" are. These are the representatives who move around while you conduct diplomacy. Just turn them off and the diplomacy screen is fast enough even on a 20+ year old Mac like mine.
 
One City Special: 1791 Landing.

3800: Built on the 4 special forest > Size 1 Settler.
3750: > Alphabet
3300: Alph > Map. Size 1 Settler > Place holder for Trireme.
3100 completion of deforestation.
2750: Map > Cer.
2700: Trireme > Wonder. Size 2 city began alternating 3 beaker/5 shield whale and 5 beaker/4 shield Gold. Settler completes road on gold.
2550: Settler Joins city 2 > 3 and Trireme provides martial law.

2500 bc Summary: Despo, Size 3, Units: 0 Settlers, 1 Trireme. In progress: 15 towards Wonder. Income: 6 Shields, 7 Sci, 4 Coin. 3 techs and 16/30 towards Ceremonial. 1 road, Treasury: 29.

2400: Ceremonial > Code of Laws (0/40).
2050: Code of Laws > Monarchy (0 / 60). Oedo 1650 is 8 turns away and i must celebrate into 1850 to reach it, otherwise would end up with 56/60.

2000 bc Summary: Despo, Size 3, Units: 1 Trireme. In progress: 75/200 towards Wonder. Income: 6 Shields, 7 Sci, 4 Coin. 5 techs and 7/60 towards Monarchy. 1 road, Treasury: 70.

1900: Lux to 40.
1850: Celebration and L is reduced to 30 to maintain it.
1650: Monarchy > Currency (0/72).

1500 bc Summary: Monarchy (1650), Size 3, Units: 1 Trireme. In progress: 135/200 towards Wonder. Income: 6 Shields, 10 Sci, 4 Coin. (13 Sci /1 Coin in celebration @ L20/S70/T10). 5 techs and 33/72 towards Currency. 1 road, Treasury: 99.

1000 bc Summary: No Wonders but will have Marco's in 2 turns. Monarchy (1650), Size 3, Units: 1 Trireme. In progress: 193/200 towards Wonder. Income: 6 Shields, 10 Sci, 4 Coin. (able to have 13 Sci /1 Coin in celebration @ L20/S70/T10). 6 techs and 77 / 84 towards Currency. 1 road, Treasury: est 114.

975: Trade > Writing (0 / 104).
950: MARCO'S > Library. . Had to sacrifice my settler in 2550 to reach size 3 and utilize the roaded goldmine to get fast Monarchy, Trade and Marco's. Now i will be needing to build another settler soon among other high priorities. After REP Get SEAF and HARBOR, GET 3 trades en route, soon build Settler. In 950 established 5 of 6 alliances (and the Greeks were at war with someone stronger so we didn't make peace with them). Gifts Celt: none, Japan 150 , Egypt none, china writing. India 100. By the end of this turn, all now have Monarchy and Map Making.
My Secret Plan: Lux 30 (and then 20 once initiated) to celebrate and significantly increase science. Library to race for Lit/Rep for which i may or may not get any help. UPON Lit/Rep, only then exchange for all available techs. After building Libr, build 3 trade caravans then wonder caravans for Colossus, then buildings.
875: Celebration and Sci increases from 10 to 13. Now L is reduced to 20 and celebration is maintained.
900: Library . Sci is increased from 13 > 19.
825: Completion of 1st Trade Caravan.
775: Lit > Republic (0 / 140). Gifted Lit to Egypt who was researching it. Capable of completing Rep on my own in the 525 Oedo, but hoping Egypt completes it sooner.
750: No, Egypt chooses Construction instead of Rep so it's up to me. Japan 25, India 50.
725: Completion of 2nd Trade Caravan and Trireme sets sail with the 2. Japan 25.
650: India 50.
600: REPUBLIC > HOrseback. T > 70, L 20, S 10. Completion of 3rd Trade Caravan. Big turn for Diplomacy, Able to pursue all techs and picked up all 9 that were available: Horseback Iron Working Mason Math Myst Poly, Pottery Seafaring Warrior Code. Also a big turn for Gifts now without the risk of being gifted off path techs: Celt 125, Japan 25, Egypt 100, China 25, INdia 25, Total of 300.
575 > Philosophy. Egypt 50,
550: HARbor > Temple. REVOLUTION.
525: Republic, L 20 to Cel, T 80. Celt 50, Egypt 100, China 0,
Pre 500: Silver becomes available.
500: Temple > Silver. Celebration. Celt 50,

500 bc Summary: MARCO'S, Republic (600/525), Size 3 (next turn is 4), Units: 3 Trade Caravans, 1 Trireme, 1 Warrior. Buildings: Library, Harbor, Temple. Income: 6 Shields/4 net, 0 Sci, 14 Coin @ T 80. Trades Landed: 0. 20 techs and 3/560 towards Philosophy. 1 road, Diplomacy: 6 alliances, 6 maps, all tech, significant gifts. Treasury: 425.

475: 3 > 4, 4th Trade Caravan emerges > One turn Marketplace. Japan 50,
450 4 > 5, Marketplace > Explorer. India: 50.
425: Now "inadequate" which is too strong for optimal gift collection. May need to slow this down until the other guys can catch up in power. 5 > 6. 1st Explorer > 2nd Explorer.
400: Still inadequate, 6 > 7 , 2nd Explorer > 2nd Trireme. China: 0.
375: Inadequate > Moderate, 7 > 8. For various reasons including the desire to have 2 boats in the water, the inability to immediately afford an Aqueduct, the need for a Settler to get some valuable work done and as well the benefit of moderating power rating, choosing to disrupt celebration growth here for the moment. 2nd Trireme sails 1 tile towards destination, adjacent to its home. Trireme > Wine. First Trade of game: Size 8, 33 arrow lands previously demanded but this turn became UNdemanded bead to off shore size 3 Shanghai: 172. Triggers Wine.
350: Moderate > Strong. Wine > Wonder Caravan. 2nd trireme sets sail with Silver and Wine. Japan 0, China 25.
325: Strong > Strong. Wonder Caravan > Settler . 2nd Trade of game: Demanded Salt to size 4 Heliopolis: 378. No new commodity triggered. 3rd Trade: Demanded Gems to Cardiff: 378. No new commodity triggered. Sci 10%. 4 tax collectors in preparation for game to provide poor squares upon emergence of Settler. Japan 0.
300: Philosophy (22nd) > Banking (23rd) > University (0 / 713). Strong > Mighty. Settler > Bank. 8 > 7. End of turn treasury: 450.
275: Bank > 2nd Settler. Mighty > Mighty. Lux at 10% would be sufficient here, but with rushing another Settler, 20% is required. 1st Hut of game: Barb Horse and explorer escapes. End of turn treas: 425.
250: 2nd Settler > 3rd Trireme. 7 > 6. Mighty > Moderate. Built 1st road (grass/shield). Japan 0, China 25. End of turn Treas: 370.
225: Moderate > Inadequate, 3rd Trireme > 2nd Wonder Caravan. Japanese develop Feudalism which i will refrain from obtaining for many centuries. Diplomacy: Celt 0, Japan gifted towards new tech in progress, Egypt Map update, China 50, Greece 0, India: Map. End of turn Treas: 325.
200: Inadequate > Inadequate. 2nd Wonder Caravan > Bead. 4th Trade: Demanded Wine from size 6 to fairly nearby size 5 Thebes: 398. Triggers a Bead. First irrigation (grass/shield) which provides a food surplus. Diplomacy: 0, Gifted Tech, 0, 25, 0, map. Treas at end: 653.
175: Remain Inadequate. Bead > 3rd Wonder Caravan. 3rd Trireme drops both settlers each with a turn of stored work to 4th special site then Bead boards the little ship and ends up 3 steps towards its destination. Diplomacy: Map, Tech Gift, 25, 25, Map,Map. Treas at end: 610.
150: Remain Inadequate, 3rd Wonder Caravan > Diplomat. 2nd road and 2 turns of stored work towards forest. 3rd trireme returns to city to deal with a barb threat near 4th special site. Diplomacy: 0, Tech gift, map, map, map, 50. End of turn Treas: 617.
125: Remain Inadequate, 1st Diplomat > 2nd, Bribed Barb Horse. Diplomacy: 0, Finally gifted tech in progress and they remained to gift me 100, map, map, map, map. Treas: 633.
100: Remain Inadequate, 2nd Dip > Colossus. Bribed Barb Chariot on my goldmine. 3 Wonder Caravans and 200 gold fill 200 shields. Diplomacy: Map, Map, na/na/na/na. Treas: 409.
75: COLOSSUS > 3rd dip. Remain Inadequate. Diplomacy: Egypt 25. Treas: 397.
50: Remain inadequate. 3rd Dip > 4th, Disbanded a horse towards this to free up a shield. Pheasant is mined just in time as food deficit brings food in the box to a mere one. Diplomacy: Japan 50, no other engagement. Treas: 462.
25. Remain inadequate, India obtains University which is my tech in progress and it is received in trade. 4th Dip > University (disbanded sup chariot towards this). Diplomacy: China 50, India: Traded for Univ. Treas: 287.
1ad: Inadequate > Weak. > Econ 442 / 648. University > 1st Wonder Caravan. 5th Trade: Demanded Wine: 432. No triggering. Bribed a Chinese none Elephant for 136 to have a unit inside city. Diplomacy: 25, map, 25, map, 0, 100. Treas: 645.

1ad Summary: MARCO'S (950 bc), COLOSSUS (75 bc). Republic (600 for Marco's purposes/525 transition). Size: 6. Buildings: Library, Harbor, Temple, Marketplace, Bank, University. Units: 1 Trade Caravan, 0 wonder Caravans, 2 Settlers, 3 Triremes, 4 Diplomats, 2 Explorers. Trades Landed: 5. 24 techs and 25th next turn. Land improvements: 2 roads, 1 irrigation, 1 mined grass to Pheasant. Treasury: 645.

20: Weak > Inadequate, Economics > Medicine (0 / 650), 1st Wonder Caravan > Stock Exchange. 2nd Hut: None Nomad. Diplomacy: 6 Map updates. Treas: 349.
40: Inadequate > Weak, Stock Exchange > 4th Trireme. 3rd hut: None Legion. Diplomacy: Celt (very likel the inadequate civ): 50. Greek 0 as anticipated (they are unquestionably pathetic). Treas: 352.
60: Remain Weak , 4th Trireme > 2nd Wonder Caravan. 2 settlers each with 4 turns of stored work complete the conversion of Pheasant to Buffalo and the irrigation... and utilizing our goldmine we are now in a food deficit and in 2 turns one of the settlers will join the city (6>7) instead of disbanding since city is a ways off from being able to celebrate. Diplomacy: Celt 50, Japan 0. Treas: 330.
80: Remain Weak. 2nd Wonder Caravan > 3rd. Diplomacy: Treasury: Celt 50, Egypt 50, India 50. Treasury: 413.
100: Remain Weak. 3rd Wonder Caravan > ??? 1 of our 2 supported Settlers joins City (6>7) which when utilizing the dynamic goldmine turns a food deficit into a surplus. 6th Trade: Demanded Beads to Edo: 466. No triggering. With no trade caravans and Medicine now @ 500/700, Sci is increased to 80 and Medicine will complete in 3 turns which will allow Shakespeare's and celebration to size 12 while maintaining a respectable merchant marine. Bribed None Barb Legion for 82. Diplomacy: Celt 50, Japan 0, Greece 0. Treasury: 770.
120: Weak > Inadequate. 2 Commodities became available this turn so instead of 4th wonder caravan, we completed: Bead > Cloth. Irrigated Buffalo now has a fort. Bribed Chinese None Warrior for 49. Settler @ 524 is cost prohibitive. Diplomacy: 6 maps. Treasury: 572.
140: Remained Inadequate, Medicine > Astronomy. Cloth > 4th Wonder Caravan. Japanese develop Astronomy and it is received in a tech exchange. Diplomacy: 0, Tech exchange for Astron and map, Gifted Astronomy, Map, Map, Gifted Astronomy. Treasury: 423.
160: Remained Inadequate. > Theory of Gravity (88 / 702). 4th Wonder Caravan > 5th. Diplomacy: Map, 25, gifted Egypt Uni, map, map, gifted India towards Medicine. Treasury: 299.
180: Remained Inadeq.5th Wonder Caravan > Shakespeare's and Lux 20. 5 Wonder Caravans + 200 Gold fill 300 shields. Diplomacy: 0,25, map, map, map, India: gifted Medi. Treasury: 222.
200: SHAKESPEARES (and Celebration) > Aqueduct. Inadeq > Weak. Diplomacy: 50, 50, 100, map, 0, map. Treasury: 320.
220: 7 > 8. Remain Weak. Aqueduct > 1st Wonder Caravan. Diplomacy: 50, 50, map, map, 0 (pathetic), 50. Treasury: 416.
240: 8 > 9, 1st WC > 2nd. Weak > Inadequate. Diplomacy: 0, 25, map, 25, map, map. Treasury: 422.
260: 9 > 10 . Remain Inadeq. 2nd WC > 3rd. Diplomacy: map, 25, 50, map, map, map. Treasury: 460.
280: 10 > 11 Remain Inadequate, 3rd WC > Bead. 7th Trade: Demanded Beads to Edo: 468. Triggers Salt and Bead. Research reaches 566/702 and S is increased to complete tech in 2 turns. Diplomacy: Japan and Egypt maps. Treasury: 907.
300: 11 > 12. Lux 20 > 0. Inad > Mighty. Diplomacy: Gifted Bridge, map, Egypt traded for Bridge and map, Gifted Bridge, Gifted towards Bridge, map, map. Treasury: 741.

300 ad Summary: MARCO'S (950 bc), COLOSSUS (75 bc). SHAKIESPEARE'S (200 ad). Copernies will arrive in 380. Republic (600 for Marco's purposes/525 transition). Size: 12. Buildings: Library, Harbor, Temple, Marketplace, Bank, University, Stock Exchange, Aqueduct. Units: 2 Trade Caravans (3rd next turn), 3 wonder Caravans, 2 Settlers (1 is none), 4 Triremes, 4 Diplomats, 2 Explorers, 1 Elephant (none), 2 Legion (both are none), 1 warrior (none) Trades Landed: 7. 28 techs and 29th in 1 or 2 turns. Land improvements: 3 roads (4th next turn), 3 irrigation, 1 transformation of grassland to buffalo, 0 mines (will have 1 on gold in 340), 1 fort. Treasury: 741.

320: Mighty > Strong. Bead > 4th Wonder Caravan. Diplomacy: gifted tech to egypt and china. Treasury: 742.
340: Remain Strong. Theory of Gravity (29th) > Wheel. 4th WC > 5th. 8th Trade: Undemanded Cloth to size 5 Osaka: 512. No triggering. Diplomacy: Japan 0, Egypt 50. Treasury: 1263.
360: Strong > Supreme. 5th WC > Copernicus. 5 WC + 200 gold fill 300 shields. Diplomacy: 6 maps. Treasury: 1217.
380: COPERNICUS > 1st WC. Supreme > Mighty. Diplomacy: None. Treasury: 1221.
400: Remain Mighty. 1st WC > 2nd. Diplomacy: Egypt and India: 0, 4 maps. Treasury: 1225.
420: Mighty > Strong. 2nd WC > 3rd. Indians acquire Mono and it is received in trade. Diplomacy: Traded for mono and gifted it where in progress. Treasury: 1229.
440: 3rd wc > 4th. Diplomacy: map, map, 50. gifted tech, map, 0. Treasury: 1283.
460: Wheel > Chemistry. 4th Wc > 5th. Diplomacy: Gifted Wheel x 3, 3 maps. Treasury: 1287.
480: Strong. 5th Wc > ISAAC'S. 5 WCS and 600 gold fill 400 shields. 100 ransom. Diplomacy: Gifted tech to 4, 1 map, India 0. Treasury: 941.
500: ISAAC'S > 1st WC. India acquires Chem and it is received in trade. Bribed barb trireme and legion, both supported and the legion is immediately disbanded inside city. 9th Trade demanded salt: 576. Diplomacy: misc/done. Treasury: 1489.

500 ad Summary: MARCO'S (950 bc), COLOSSUS (75 bc). SHAKIESPEARE'S (200 ad). COPERNICUS (380), ISAAC'S (500). Republic (600 for Marco's purposes/525 transition). Size: 12. Buildings: Library, Harbor, Temple, Marketplace, Bank, University, Stock Exchange, Aqueduct. Units: 2 Trade Caravans, 0 wonder Caravans, 2 Settlers (1 is none), 5 Triremes, 4 Diplomats, 2 Explorers, 1 Elephant (none), 2 Legion (both are none), 1 warrior (none) Trades Landed: 9. 32 techs and 33rd likely in 2 turns. Land improvements: 4 city roads, 2 additional roads towards trade destinations, 3 irrigation, 1 transformation of grassland to buffalo, 1 mine, 3 forts. Treasury: 1489.

520: > Engineering. 1st wc > 2nd. Diplomacy: done. Treasury: 1499.
540: Engineering > Sanitation. 2nd wc > Salt. JAPAN NAVI, obtained after landing trade and gifted. 10th Trade: Demanded bead: 704. S 80 / L20 to celebrate. Hut: 50 gold. Diplomacy: gifted towards Navi or other techs in progress . Treasury:
560: Celebration. Sanitation > Physics. Salt > Sewer. Diplomacy: Treasury:
580: Sewer > Magellan's. 1 WCs + 1400 gold fills 400 shields. 12 > 13. 4 Triremes in the water spoils continued celebration and i don't want to disband one. So for the meantime tax rates are set to T 80 / S 20. Diplomacy: Treasury: est 680.
600: MAGELLAN'S > 2nd Wc. Moderate. Diplomacy: misc, mostly tech gifting. Treasury: 697.
620: 2nd wc > 3rd. Chinese develop Phys and it is obtained. Diplomacy: misc especially obtaining Phys and tech gifting. Treasury: 706.
640: > Magnetism 3rd wc > 4th Diplomacy: misc especially tech gifting. Treasury: 715.
660: 4th wc > 5th Dip. Hut: Tribe (no), then None Legion. Diplomacy: done. Treasury: 824.
680: 5th Dip > 1st Caravel. Diplomacy: done. Treasury: 958.
700: Magnetism > Atomic (sad face, 0 / 988). 1st Caravel > 1st Galleon. With exploration much more under control, decided to disband a trireme so i can celebrate. L > 20 / T 80. Diplomacy: misc especially tech gifting. Treasury:
720: Celebration. 1st Galleon > 2nd. > Diplomacy: Treasury:
740: Moderate. 13 > 14. 2nd Galleon > 3rd. 11th Trade: Demanded Salt to Helio: 516. No immediate triggering, but 2 commodities will open up in 760. Diplomacy: Treasury:
760: Strong. 14 > 15. 3rd Galleon > Bead. Bribed none Caravel (future none transport as part of a long ship chain to deliver 1 turn trades) 196. Diplomacy: Treasury:
780: 15 > 16, Bead > Salt. Strong. Bead is launched and with this partial ship chain it will reach its destinations in 3 total turns (820). Treas: 1502.
800: 16 > 17, Salt > 4th Galleon, Strong. Treas: 1544.
820: 17 > 18, 4th Galleon > Bead. Strong. 12th Trade: 688. Triggers another Bead. Treas: 2395.
840: 18 > 19, Atomic > Invention, Bead > 6th Dip. Hut: None Legion. Hut: Barb Horse. Treas:
860: 19 > 20, 6th Dip > Salt. Mighty. 13th Trade: 444. Triggers another Salt.
880: 20>21, Not sure if boats away are interfering, but size 21 seems to be the limit for now (Whatever the limitation in Republic with Shake's, i knew at one time, 21 sounds familiar, but will check again upon Leo's. ). T 80 / S 20. Salt > 7th dip.
2 PLUS 1 1 5 1 3.
900: Invention > Democracy (Oedo 940), 7th dip > LEO'S. Mighty. 14th Trade: 746. Hut: Barb Horse. Hut: Barb horde. Diplomacy: Gifted everybody a tech, mostly invention.
920: LEO'S > 8th Dip. 4 Triremes > Caravels, 2 Caravels > Galleons, 2 ele to Cru, 1 horse to Knight and next turn 4 additional caravels become Galleons bringing the total to 10 which is every shield my city can support with 1 left over. Settlers, warriors and legions await their first upgrade. Hut: 25g.
940: DEMOCRACY > Steam (after Egypt just developed it and it's received in trade). , 10 Galleons now, 8th dip > 4th Wonder Caravan. 15th Trade: 444. Mostly explored and huts mostly popped, established Hard Embassy with distant India in preparation for Communism.
960: > Gunpowder. 4th WC > 5th. Soon trade for Feud or can leave it as a backup along with Theo. End: 3428.
980: Gun > Expl. 4th WC > 5th. The era of rushing a unit or building every turn has come to an end. As well Trade caras seem to have become more rare and so city science is completing a tech every 2 turns. Gifted techs. End: aprox 3280.
1000: Tech gifts. 5th > 6th in 2 turns. End 3352.

1000 ad Summary (Copied in, did i get this get fully updated? seems so) : MARCO'S (950 bc), COLOSSUS (75 bc). SHAKIESPEARE'S (200 ad). COPERNICUS (380), ISAAC'S (500). MAGELLAN'S (600), LEO'S (920). Democracy (940), Size: 21. Buildings: Library, Harbor, (Temple sold) Marketplace, Bank, University, Stock Exchange, Aqueduct, Sewer. Units: 6 wonder Caravans, 2 Settlers (1 is none), 10 Galleons, 7 Diplomats, 2 Explorers (supported and soon to be disbanded), 3 Muskets (none), 2 Cru (none), 1 Knight (none) Trades Landed: 16. 43 techs and 44th next turn. (also can add Feudal and Theology at any time, utilizing them as backups for when sent off preferred path). Hard Embassies: India. Treasury: 3252.

1020: Explosives > Metallurgy. 2 Settlers > Engineers. Hereforth will only log an occasional summary and major landmarks.

1500 ad Summary MARCO'S (950 bc), COLOSSUS* (75 bc). SHAKIESPEARE'S (200 ad). COPERNICUS (380), ISAAC'S (500). MAGELLAN'S (600), LEO'S* (920). DARWINS (don't recall the year). Filling this in afterwards: APOLLO in 1640. Democracy (940), Size: 26 (and a deficit of 1 food). Filling in later: In 1630 had to rebuild an engineer to work with the other on in managing all the polution, so size became 25. Buildings: Library, Harbor, (Temple sold) Marketplace, Bank, University, Stock Exchange, Aqueduct, Sewer Superhighways, Supermarket, Mass Production, Factory, Next turn: Power Plant. Units: 0 Trade Freight, 13 wonder Freights, 1 Engineer (none), 12 Transports, 1 Frigate (none), 1 Spy, 2 Diplomats, 5 Rifles (none), 1 Cru (none), 2 Knight (none) Trades Landed: 16. 65 Techs. Land improvements: everything incl all transformations and farmland. Hard Embassies: x 6. Treasury: 1541.

1630: Started Apollo with Freight (50), paid 1400 to 400 shields, 3 additional freights to 550, disbanded a frigate to 575 and city shields will complete.
1640: APOLLO.

1640: SUMMARY: APOLLO (1640). Democracy, size 25, 73 techs, Units: 14 Spaceship Freights, 9 Transports, 2 engineers, 1 Spy, 2 dip, 5 Rifles (none), 1 Knight (none). Income: 53 gross shields, 44 net , 1144 beakers @ 100%, OR 357 Coin @ 100%..

1758: 15th Structural.
1770: 6th Component
1776: 3rd Module and Launch.

1791: Landing.
 
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