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GOTM178 Spoiler

Discussion in 'Civ2 - Game of the Month' started by Jokemaster, May 24, 2016.

  1. Ali Ardavan

    Ali Ardavan Mathematician Moderator Civ2 GOTM Staff

    Joined:
    May 29, 2002
    Messages:
    2,930
    Location:
    Michigan, USA
    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
     
  2. Jokemaster

    Jokemaster Insert something here

    Joined:
    Nov 15, 2010
    Messages:
    524
    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)
     
  3. Ali Ardavan

    Ali Ardavan Mathematician Moderator Civ2 GOTM Staff

    Joined:
    May 29, 2002
    Messages:
    2,930
    Location:
    Michigan, USA
    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.
    I learned the term from ElephantU and here is his description of it in the tips and tricks thread:
    I have built 2 large wonders since late 1400s and nothing has opened up. Do not know what else to do.
    It is either Flight or Advanced Flight.
     
  4. Ali Ardavan

    Ali Ardavan Mathematician Moderator Civ2 GOTM Staff

    Joined:
    May 29, 2002
    Messages:
    2,930
    Location:
    Michigan, USA
    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
     
  5. Ali Ardavan

    Ali Ardavan Mathematician Moderator Civ2 GOTM Staff

    Joined:
    May 29, 2002
    Messages:
    2,930
    Location:
    Michigan, USA
    +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
     
  6. Ali Ardavan

    Ali Ardavan Mathematician Moderator Civ2 GOTM Staff

    Joined:
    May 29, 2002
    Messages:
    2,930
    Location:
    Michigan, USA
    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.
     
  7. Jokemaster

    Jokemaster Insert something here

    Joined:
    Nov 15, 2010
    Messages:
    524
    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!
     
  8. Ali Ardavan

    Ali Ardavan Mathematician Moderator Civ2 GOTM Staff

    Joined:
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    Messages:
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    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.
     
  9. WildPony

    WildPony Chieftain

    Joined:
    Jan 12, 2004
    Messages:
    190
    Location:
    Southern California, USA
    One city Challenge... Will go strait to the 4 special site mentioned @ 51/59 skipping the hut for now. Since we start with Bronze, will go strait for Monarchy then likely Map Making one vital reason being to open up the 4th and /or possibly 3rd special if i don't walk to it, then currency/trade.

    3800: Walking one step out of the way to open the map to one of the 4 specials, city is built in 3800 with the plan to build a size 1 settler before irrigating the city site from forest to plain. 60 sci, 40 gold.
    3750: > Ceremonial
    3350: Ceremonial > Alphabet. Completion of settler. 10 food in the box. Begin 2nd settler.
    3100: Irrigation of city site forest to plain completes.
    2950: Completion of road on grass/shield square.
    2900: Switch from Whale to grass to slow shields and complete 2nd settler with 20 food in the box.
    2800: Completion of road on plain.
    2700: With 18 food (plus one per turn) and 36 shields of 40, able to switch back to the whale again.
    2650: Alphabet > Code. 19 food and 39 shields.
    2600: Settler completes and we have 20 food in the box. Settler > Warrior.
    2550: City spills over to size 2. Irrigation of roaded plain completes. Newly completed settler rejoins city and it is now size 3. Alternating between food surplus with irrigated plain and food deficit with goldmine... and between 60% lux and 40% lux respectively to keep the celebration going and which will also allow the irrigated grass (in 5 turns) to produce 3 food which will allow me to stay on the gold and stay on 40% lux.
    2500: Released a warrior to explore for 3rd special.
    2450: Completion of new warrior so that celebration does not skip a beat.
    2300: Completion of irrigation on grass/shield square. 60% sci, 40% lux, able to stay on gold square now. 7 science per turn.
    2250: Code > Monarchy. Tech is 7 turn, one turn faster than needed to reach Oedo 1850.
    2200: Uncovered 3rd special site and it needs a mine. Given the 7 turn walk, settler will store work and await map making to go to the 3rd special via boat.
    1850: Monarchy > Map Making
    1550: Map Making > Currency
    1500: Completion of boat. Boat > Barracks (towards Marketplace). Boat uncovers 4th special which is a whale.
    1400: Completion of mine on Gold.
    1150: Currency > Trade, switch production from Barracks to Marketplace.
    875: Trade > Writing. Completion of Marketplace > Caravan. Gold 70%, Sci 30%
    850: Completion of Pheasant's irrigation to Buffalo.
    800: Completion of 1st Caravan. Boat chases down and captures barb leader and gets 100 ransom. Road on Buffalo.
    725: Completion of 2nd Caravan.
    675 Completion of irrigation on roaded buffalo.
    625: Settler rejoins city, now size 4, utilizing all specials and with the perfect number of 10 shields.
    550 4th cara completes and 200 shields fill city production.
    525: Completion of Marcos. Got all techs and got maps from all but the Celts who are researching Republic and i don't want to disturb that.
    350: Celts complete Republic, Egyptions complete Construction, they trade eachother. I approach Celts and trade them for both. I didn't have enough techs to gift them to a disposition where they would trade maps. REVOLT.
    325: Monarchy > Anarchy > Republic. 20% lux to celebrate, 80% tax.
    300: Celebration begins.
    275: Size 4 > 5. Lux to 30%.
    250: 5 > 6. Completion of 4th trade caravan.
    225: 6 > 7. No more celebrating for now, Lux to 20%.
    200: First and second trade, undemanded beads and cloth to Thebes: 184 and 184. With max potential for a trade being about 214, it was nowhere near worth it to me to spend several extra turns to land the cloth demanded. Beakers are full and one scientist is enlisted. With 412 gold now, next cara is rushed from 0 to 40 at a cost of 125 gold.
    175: Philosophy > Wheel > Medicine. Completion of 2nd food caravan and also have 2 more trade caravans walking towards Egypt and the one boat will pick them up part of the way. Beakers to complete Medicine is 546. Rush another food caravan from 0 to 40. Treasury now 199. Gold income 45 per turn.
    125: Incite Chinese to war so i can make a trade with them next turn.
    100: Traded Chinese for Seafaring
    75: Completion of Colossus.
    Beat India to it by one/half turn and they switched to and completed Lighthouse in this same year. Lux to 30%.
    50: Celebration initiated.
    25: 7 > 8. Completion of 2-turn Harbor.
    1 ad: Completion of 1 turn Aquaduct. 8 > 9. Unable to celebrate further without Colosseum or Shakes... and with Medicine scheduled to complete within about 5 turns when my 4th of 4 trade caravans lands, i am leaning towards exercising a bit of patience and bypassing Colosseum, focusing those resources towards more non-commodity wonder caravans . With a high value trade caravan expected to land next turn, another 125 gold is invested and treasury is spent down to 31 gold rushing the next one-turn food caravan. Will build many one turn caravans or buildings throughout the game as ample gold stores permit and i will often not log this common event : ). 3rd trade of game lands to Thebes, also undemanded, and the payoff is 284 out of what i believe would have been a max of 381 had i been in a position to trade to a recipient for which there was a demand or to a city further away. Pleased to have all 3 trade routes : ). Every civ has a hostile attitude against me. Egypt has Math which i want, and which is the only available tech i do not have, but given their hostile attitude, i can only get it from them if i first make war... which is not worth the risk as long as my boat and caravans are in the water near them. After my 4th and final (for now) trade caravan is landed, i will be able to retreat my boat and incite a one turn war with them at that time.

    1ad Status: Republic, Marcos, Colossus, Size 9, 22 techs with Medicine half way to completion and with Shakes my likely next wonder. Units: 0 settlers, 1 trade caravan, 1 food caravan, 1 boat. Buildings: Temple, Marketplace, Harbor, Aquaduct. No huts opened all game.

    100 ad: Egypt develops Banking and now has two techs i would like to have. Had just enough gold income and reserves to rush 6 food caravans in as many turns. Treasury is now at 52 gold.
    120: Indians develop math and i incite war with them. They also are now researching Astronomy which definitely captures my attention. Still i would like to complete sani before Astronomy, but with limited commodity caravans it could be risky. To me Copernicus is the single most valuable and powerful wonder in the One city game. Demanded Silver to Thebes provides a payoff of 381 to fill the beakers for Medicine and one scientist is enlisted. The trade triggers another commodity caravan to become available which is rushed from 0 to 40.
    140: Medicine > Engineering. Japanese develop Feudalism which i do not want as yet due to the increased premium this places on one-turn rushes. Tributed the Indians 50 gold for a cease fire and was able to trade them for Mathematics. Will seek to make war with them again so that i am more likely to be able to trade for Astronomy the turn they complete it (and before they have a chance to start the wonder). With my boat a bit retreated and no caravans in the area as yet, incited a war with Egypt so i can hopefully pick up Banking from them next turn. 6 food caravans depleted.
    160: Completion of Shakespheare's. Celebration initiated. Paid 50 tribute to Egypt and traded for Banking.
    180: Size 9 > 10. With a planned 2 turn Library underway, barb pirates surface nearby and i decide to rush City Walls.
    200: 10 > 11. Completion of 2 turn City Walls. Incite war with India.
    220: 11 > 12. Completion of one turn Bank. Lux to 0%. Gold 80 / Science 20.
    240: Barb horde arises 4 steps from my city.
    260: Completion of a 2 turn Library. After a moderate walk, game's fifth trade caravan boards boat.
    280: Completion of one turn Legion. Indians develop Astronomy and immediately begin the wonder which makes it highly unlikely they will trade Astronomy to me. Cease fire with Indians in spite of my refusal to tribute them Philosophy. I sought a tech trade and as might have been anticipated their scientists were too busy working on Copernicus.
    300: Completion of one-turn Barracks. Gold income while city is all ocean and goldmine: 136 per turn, Science: 25. Lux to 20% to initiate size 12 celebration. Diplomat rushed from 0 to 20.
    320: Celebration underway. Diplomat > Settler. Settler rushed from 0 to 30.
    340: Completion of Settler. 12 > 12. Settler > Dip and Dip is rushed from 0 to 20. Luxury back to 0. Settler plans to lay a lot of road towards Egypt so caravans will have the quickest possibly journey to our civ's one boat.
    360: Completion of Dip and we rush the next one from 0 to 20.
    380: One turn dip > next one turn dip. Undemanded beads from my size 12 city reach size 5 Thebes and the trade yields a respectable bonus of 360. The trade triggers availability of another commodity which is rushed from 0 to 40. Engineering (towards Sani) is about 2/3 complete. Tax rates remain at Gold 80 / Sci 20 and the tech will complete in about 9 turns. Forthcoming trade caravan is scheduled to reach its long journeyed destination in about 16 turns. Completion of first trade road outside of city limits. Interesting tech pursuits: Celts are researching engineering and may complete it before me. Egyptions are researching Astronomy giving me another opportunity to trade for it and to otherwise steal it if necessary, whereas India is too far away at this stage of the game. India with Copernicus in progress is researching Navigation. Treasury: 640.
    400: Supported Chariot bribed for 61 Gold. With barbs nearby, settler stores work on the roaded square to ensure his safety before stepping onto his next project. Incite war with Egypt in the hopes of trading them for Astronomy when they complete it. Similarly, incite war with the Celts in the hopes of them completing Engineering before me and being able to trade them for it.
    420: Indians develop Navi, Chinese develop Chiv. War with Japan, and unsuccessful attempt to make war with India. Bribe red horse near my city which unideally is supported. Holding back on Navi for now to keep trade values at double (even though my available commodity caravans have been sparce) But since i am in need of more sea transportation, i rushed a 2nd Trireme from 0 to 40. Max net shield production is already below 10, so holding onto 10 shields no longer factors in. Finally, faster trading will almost certainly trigger faster availability of new commodities. Treasury: 643.
    440: Greeks develop Bridge building and so i instigate war with them. Approach Japanese, appeased them then traded for Chivalry. Triple bribe including bribing an explorer rather than capturing him and bribing 2 more horses.
    460: Peace with Greeks and traded for Bridge Building.
    500: Egyptions complete Astronomy and Chinese pick it up from Great Library. Approach Egyptions, appease them with a tech for a cease fire and trade them for Astronomy. Have two food caravans and 3rd one next turn. Treasury: 448 gold.
    540: With 4 food caravans and about 520 gold, i am able to afford rushing Copernicus, but hold off for now and rush next food caravan. Good chance i will zero science once i am close enough to complete engineering and allow the Celts to get it first so that i can hopefully finish Sanitation in one turn.
    580: Transition from 6 food caravans to 0 and Copernies will emerge next turn. Can complete Engineering on my own in 3 turns at 20% science (or in 1 turn or two if i would prefer) but with the Celts likely so close to it, it might be best to zero science and wait it out. On the other hand and as another factor, i have a demanded salt trade ready to land in two turns, so if i did finish Engineering right away, i can hopefully be about 2/3 of the way to Sani with the one trade and likely finish it on my own with high science one or two turns later to begin my fast ascension to size 23 or whatever Emperor level allows. Another possibility is to land the salt trade for the gold alone and zero science so Engineering won't complete. I checked the embassy and it won't tell me how many turns before the Celts complete their tech : ). Caravan disembarks in China and it lands directly next to a Chinese knight. The Chinese threaten and i appease them with a tech so they won't kill my caravan. All things considered and not knowing how much longer the Celts may take to complete Engineering, i have decided to complete the tech myself this turn and land the big trade next turn assuming my caravan is still alive.
    600: Completion of the One City game's far and away finest and most powerful wonder, Copernies : ). Isaac's is far and away the 2nd most powerful. Some of the literature has misrepresented this, but testing has proven it out. If anybody is interested in the specifics of why this is true, please feel free to let me know. PS: i have played human one city duelle games and offered to my opponent that he can have any 5 wonders he wants (including Isaac's,, Colossus, Shakes, Magellans, and anything else) if i can have Copernies. It seems crazy maybe, but in my experience Copernies is more valuable than the other 5 combined.
    600 continued: Engineering > (offered Feud, Mono, Navi, and Uni and wanting SANI).... Choose Navi so i can trade for it and get another chance at Sani next turn... and since halved trade values will not matter very much once my city is size 20+. Prediction for this demanded salt trade to China is 599 or 600. Actual result is 584... (out of 899). Wartime diplomatic mission to India yields a cease fire and Navigation. Science at 80% to guarantee next tech in 2 turns. If sani is not offered again, will need another creative solution. War with Japanese is incited. They have Feudalism and this opens up my options in case Sani is not offered again. One big complication however is that they are building Suns which would tend to make them not want to trade their tech. No other nations have any techs that i don't already have. Diplomat opens first hut of the game and it's 3 red horses. Bribe one of them which kills one of the other two leaving the third one alive to kill my new horse next turn. Then my dip will be able to bribe it and it will carry no unit support.
    620: Navigation > Sanitation. Fully expecting to finish it this turn with 4 beakers to spare unless something shifts. Lux to 20% to get celebration under way.
    640: Sanitation > Invention... (my two options were Feudal or Invention). Settler completes mountain trade road and heads back to city to irrigate the forest, storing work along the way. Treasury: 472 gold.
    660: Completion of Sewer which was rushed in one turn. Size 12 > 13. Gold 80% / Lux 20% for the moment.
    680: 13 > 14. Treasury: 420. 2 food caras + a third next turn.
    700: 14 > 15
    720: 15 > 16
    740: 16 > 17. Island Hut: Tribe. Take 2. Island hut: None Knight.
    760: 17 > 18
    780: 18 > 19. Was planning for another rushed food caravan, but this time salt was available, demanded by nearby Canton.
    800: 19 > 20. Pause in growth due to an absence of food surplus. Newly irrigated plain which completes in 840 will take us to size 21 in 860. Lux to 0% for one turn.
    820: Lux back to 20%. Island hut: Feudalism. Rushing wonder caravans from zero is no longer a bargain, so we transition away from this much utilized tactic and any rushes of wonder caravans from this point on will be done over 2 turns.
    840: Celebration initiated.
    860: 20 > 21. Lux back to zero, science 20%, tech rate is every 13.
    880: Indians develop Uni which i very much want. Since we were already at war it was easy. Tributed them 50 gold upon their demand then i received University from them in a trade. Switched from 2 shields of caravan production to a University and rushed it to completion. Anticipate that tech rate @ 20% science will go to about 9 turns.
     
    Last edited: Mar 25, 2019
  10. WildPony

    WildPony Chieftain

    Joined:
    Jan 12, 2004
    Messages:
    190
    Location:
    Southern California, USA
    2nd One City comparison game: With so many different ways to go, i had some ideas of how this could have been played more optimally and just for fun i played it again as a comparison. I played it knowing that the 3rd special is a whale and the 4th is a grass that mines to a pheasant , but other than that which would have been very quickly learned anyway there wasn't much to spoil.

    Some possible tactics:

    2 size one settlers one of which rejoins city immediately upon the city spilling into size 2, bringing the city to size 3 with one settler remaining to perform needed work.

    One of the most interesting puzzles is whether or when to use the other settler to join the city into a size 4 and which work should or shouldn't be done first.

    4 or more major possibilities in tech path (to the extent that the game allows each) are as follows... and each of my first three include going off path to Map Making as early as possible to uncover the 2 specials and/or to allow a settler access to the 4th. I have placed these 4 possible paths in the order of what i personally believe to be most ideal to least ideal.

    1) (Bronze), Alphabet, Map Making, writing, code, Lit, Rep, Currency, Trade, Marcos.
    2) (Bronze), Alphabet, Map Making, code, cer, Monarchy, Currency, Trade, Marcos.
    3. (Bronze), Alphabet, Map Making, currency, code, Trade (then get one Gov or the other - or tech towards it - after Marcos).
    4. (Bronze). Alphabet, Code, Cer, Monarchy, Map Making, Currency, Trade, Marcos.

    The following game is played with the first of these 4 tech path options. Building sequence (and i did not catch all of the years): 2 settlers, 1 warrior, 1 boat, Colossus.

    3800: After moving one step out of the way to open up the whale special, City is built.
    3300 first settler emerges and City has 10 food in the box. Begin irrigating the city square and Begin 2nd size one settler.
    3100: Irrigation of city site forest to plain completes.
    2950: Completion of road on grass/shield square.
    2900: Switch from Whale to grass to slow shields and complete 2nd settler with 20 food in the box.
    2800: Completion of road on plain.
    2700: With 18 food (plus one per turn) and 36 shields of 40, able to switch back to the whale again.
    2650: Alphabet > Map Making. 19 food and 39 shields.
    2600: Settler completes and we have 20 food in the box. Settler > Warrior. Aided by 2nd settler, irrigation of roaded plain completes.
    2550: City spills over to size 2. Newly completed settler rejoins city and it is now size 3. Alternating between food surplus with irrigated plain and food deficit with goldmine... and between 60% lux and 40% lux respectively to keep the celebration going and which will also allow the irrigated grass (in 5 turns) to produce 3 food which will allow me to stay on the gold and stay on 40% lux.
    2350: Completion of irrigation on grass/shield square. 60% sci, 40% lux, now able to stay on gold square now. 7 science per turn.
    Missed some logging over the next few turns, but after 2 settlers and 1 warrior, built a boat and then began work on Colossus.
    1800 mining special is complete, now pheasant. Begin irrigating it. Haven't done anything with the gold square as yet.
    1200: Irrigation and road completed on Buffalo.
    1050: Republic > Currency. Have kept one settler. Initiate Celebration.
    1000: 3 > 4. No more celebration growth for now without a temple while supporting the settler, but choosing to sacrifice present growth and production to complete more work.
    825: Currency > Trade
    725: Completion of Colossus. Switch to Settler which will be changed to Caravan. Status: No buildings, One settler, one boat, one warrior.
    650: Trade > mason. Gold square is now roaded and mined. Admin: 80% Gold, 20% Lux.
    575: Completion of 1st Food caravan.
    500: Irrigation of forest is complete.
    250: Completion of Marco's . Diplomatic interactions with all of the nations. Received every tech (have 21 now), 5 maps out of 6, peace with 5 out of 6 and war with the Chinese because they were Icy and i refused their demand for 50 gold. In two or more turns with gold spent to under 50, will likely appease them with a tech and have peace with them and their maps. Set city to celebrate with 20% Lux, 2 unhappy faces and a forthcoming Temple. With all possible work completed in the city, Settler is disband in the city contributing 20 shields into what will be a temple rushed to 40 this turn. Disbanding him in this instance rather than having him join the city works out best since the city is able to immediately celebrate the growth instead and benefit from the 20 shield disband bonus.
    225: Temple completes and this is our first city building. Size 4 celebration begins with the expectation of reaching size 8 in 4 turns.
    225 continued: Temple > Trade Caravan. Every civ is now hostile against me except the one that is enraged : ).
    200: Size 4 > 5. Lux to 30%.
    175: 5 > 6. Lux to 40%.
    150: 6 > 7
    125: 7 > 8. Celebration placed on hold for now. Lux to 20% and Gold @ 80%. Would need both Harbor and Aquaduct for continued celebration growth. Top priority at this stage is getting any and all commodity caravans built and en route to their destinations. With gold finally under 50, will approach the Chinese now in the hopes of peace, the philosophy tech they just completed and maps. Diplomatic mission complete and all went as hoped. Since the Chinese are my nearest trade partner, their map was of vital importance. With 22 techs, beaker cost is now 594 so bonuses for these very first trades will be highly lucrative.
    100: 2nd commodity caravan completes and the two load into our civ's one boat. Barbarian boat is directly in my path towards Tsingtao and i have to hold back for now. Barb boat disappears so we proceed.
    50: Completion of third and final (for the moment) available commodity caravan. 3rd Trade Caravan > Diplomat. Will use one diplomat for now to first of all clear a safe path for the caravan to walk towards the continent's tip to board the boat upon its return. Will also plan to bribe some barbs along the way and open some huts.
    1 AD: 1st Diplomat > 2nd Diplomat. Boat filled with two trade caravans ends turn next to a Hostile Chinese boat. Played it safe by approaching them with appeasement after first spending gold to under 50. They demanded pottery and i gave it to them.

    1 AD Status: Size 8, Republic, Colossus, Marcos. Units: 3 trade caravans, 1 boat, 1 dip, 1 warrior. Buildings: Temple. Treasury: 4 gold.

    20: 2nd diplomat > Harbor. As my first trade grows near, incited war with the Hostile Egyptions who have Bridge Building and will hopefully trade them for this next turn.
    40: Use 61 of 62 gold to bribe a supported archer in the caravan's path. The boost in military is much needed and i will be able to disband my warrior shortly. Lux to 30% to overcome the penalty from the 2nd unit being away. 2 trades poised to reach their destinations next turn. Treasury: 1 gold.
    60: Appeased Egypt into a cease fire and was able to trade them for Bridge building before landing my trades. Beaker cost is now 598. Predicting about 399 for the demanded bead and maybe about 300 for the undemanded cloth. First trade of the game - demanded bead to to Tsingtao - yields a bonus of 398. Undemanded cloth to same city: 240. Proof that demand can make a big difference : ). In this case the cloth was not demanded anywhere. Scientist will choose a tech but not complete it. No new commodities opened up as yet. Fill shields for Harbor. Treasury: 587 Gold.
    80: > Engineering (Medicine not offered). Beakers are full but no rush to complete Engineering with a Scientist until the next trade is ready to land and will wait to see whatever may develop including the possibility of picking it up in a hut. Harbor > Aquaduct. Bribed archer is 2 steps from home at which point we can initiate a celebration.
    120: Completion of 2 turn Colosseum > Marketplace. Archer returns home and city is set for celebration.
    140: Warrior disbands to get the shields started and aid completion of one-turn Marketplace > Aquaduct. Celts now have Math, Chinese now have Monotheism. Incited war with both of them in the hopes of picking up these 2 techs next turn.
    160: Celebration underway with 20% lux. Diplomatic appeasement all around. Traded for Math and Monotheism and procured peace with both nations.
    180: Completion of 2-turn Aquaduct > one turn Diplomat. Size 8 > 9.
    200: 9 > 10. Diplomat > Diplomat.
    220: 10 > 11 Lux to 30%. Diplomat > Diplomat
    240: 11 > 12. First hut of game is a barbarian horse which i am able to bribe into a supported unit. Diplomat > Diplomat. Now have 5.
    260: Hostile Chinese develop Banking which leads me to incite war with them. Diplomat > Library (likely will switch to a Bank next turn).
    280: Pay 50 gold tribute to the Chinese for the privilege of trading them for Banking. Library switched to a Bank and 120 shields are filled. Treasury depleted down to 44 gold.
    300: Bank > Settler.
    320: Settler > Library. Had timed a celebration to prevent city from dipping under size 12 . Settler sets out with a semi-ambitious plan to build a trade road towards Egypt, Greece and Celt.

    360: Completion of 2-turn Library > Caravan (for next wonder unless a commodity opens up). Waited as long as possible to complete Engineering before my next trade was ready to land... and that turns out to be this turn. Engineering > Medicine. Beaker cost is now 729. Prediction for demanded Gems to Alexandria is 486 or whatever the max is. Actual bonus is 486. Commodity opens up. Disbanding of supported horse in city to maintain 10 net shield production and the next caravan is rushed from 0 to 40. Completion of first trade road. Tax 80%, Science 10%, Lux 10%.

    360ad Status:
    Size 12 Republic: Wonders: Colossus, Marcos. Buildings: Temple, Marketplace, Harbor, Colosseum, Bank, Library. Units: 0 Caravans, 1 settler , 1 boat, 6 diplomats, 1 archer. Income: 120 gold, 12 science, 10 net shield production. Treasury: 554.

    380: Trade Caravan > one turn Food caravan. Treasury: 536
    400: Food caravan > Food caravan. Chinese develop Medicine which i very much want. Incite war with them. 3 dips protecting eachother open a hut and out comes 50 gold.
    420: Food Caravan > Food Caravan. Appease Chinese with 50 gold and trade them for Medicine.
    440: Medicine > Sanitation. Science was turned up to 80% in the previous turn. Will complete this invaluable tech in 2 turns. Food Cara > Food Cara.
    460: Food Cara > Building to be switched to Sewer. Lux to 20% to initiate celebration.
    480: Sanitation > Astronomy. Science to 0%. Lux 20, Gold 80. Rush Sewer to 120 shields. Treasury: 174 Gold.
    500: Sewer > Food Caravan. Size 12 > 13.
    520: 13 > 14. Food Caravan > Shakespeare's. 4th trade of game is a demanded salt to Sparta which brings forth a trade bonus of 521. 5 food caravans and 200 gold fill 300 shields for a forthcoming wonder. Sale of Colosseum. Treasury: 671 Gold.
    540: Shakespeare's > Food Caravan. 14 > 15.
    560: 15 > 16. Food Caravan > Food Caravan.
    580: 16 > 17. Food Caravan > Food Caravan.
    600: 17 > 18. Food Caravan > Food Caravan. Island hut: 2 barbarian horses that would be supported units. Primarily due to shield support and the desire to remain at 10 net production, i decide to not bribe them with my two dips... and the dip that opened the hut climbs back into the boat.
    620: 18 > 19. Food Caravan > Food Caravan.
    640: 19 > 20. Food Caravan > Food Caravan.
    660: 20 > 21. Food Caravan > Food Caravan. With a valued supported settler building a trade road in case any commodities ever become available, celebration growth stops here for now. With 887 gold in the treasury and 7 food caravans built... and with no other nation researching my current tech for me, i decide to hasten science by increasing it to 80%, 20% Gold, 0% Lux. Will complete Astronomy in 2 turns.
    700: Astronomy > University.
    720: Observatory > Food caravan.
    740: Diplomat in south pole supported by a boat and 2 more dips opens a glacier hut and out come 2 barb horses. Both are bribed and both are none units.
    760: University > Theory of Gravity . Food caravan > University (to be completed in 1 turn).
    820: Completion of trade road to the west coast... but there are no trades in sight : ). Dip opens risky glacier hut with no support around: None Nomad.
    840: More of the same Food Cara > Food cara, usually rushed from 0 and haven't logged many of these. Treasury: 341
    860: Theory of Gravity > Economics. Had coordinated this tech to complete at same time as 8th food caravan. Lux to 20%.
    880: Sir Isaac's > Food Caravan. City steps into celebration and supported settler disbands. Commodity caravan becomes available, only the 5th of the game.
    900: Size 21 > 22. Econ > Chemistry. Silver caravan > 2nd boat of game. Lux back to zero.
    920: Trireme > Stock Exchange. Boat with Silver and a diplomat head towards Nanking. 2 risky forest huts are not opened as yet by dips who are awaiting nearby support to minimize risk. India has Feudal and we choose to preserve our inexpensive 25 gold rush fee by avoiding this tech for the time being.
    940: With completion of Chemistry, we were presented with three options for our next tech to research: Feudalism, Invention or Navigation. With all factors considered, i chose Feudalism and will seek to trade for this with Mrs. Ghandi who unsurprisingly is of a hostile disposition. Incite war with India.
    940 continued: Chemistry > Feudalism. Stock Exchange > Food Caravan. Treasury: 134 Gold. Gold income when maxed: 144. Science when maxed is 618 which is more than enough to complete techs in two turns at the current beaker cost.
    960: Rushed our last 10 shield rush starter before approaching Mrs. Gandhi to change this forever. Paid 50 gold tribute, but she declined to trade me because she is working on Sun Tzu's. The Japanese got their hands on feudalism last turn and given that my silver caravan is one turn away from landing, i will seek to obtain it from them this turn by gifting them from hostile to icy to uncooperative. Usually this gifting of two techs is sufficient to inspire them to trade, but under most circumstances war first is the more sure and less costly way of getting the desired outcome (usually it will cost only one tech or 50 gold to perk them up into being willing to trade a tech). Implemented this plan as outlined and the objective of obtaining Feudalism was accomplished. Horse waits one turn before opening a south pole tundra hut until our silver trade is made next turn... just in case the hut is invention or navi.
    980: Feudalism > choose Chivalry out of Chiv, Navi or Theology, Demanded silver to Nanking provides a formidible bonus of exactly 700. With the boat available as an escape route, horse opens that tundra hut now and it's a none crusader. Silver trade opens up a bead which will be completed in 2 turns since the boat needs a couple turns to get back anyway.
    1000: Chivalry > Theology. (only other option was invention).

    1000 status: Republic, size 22, Colossus, Marcos, Shakespeare's, Copernie's Observatory, Sir Isaac's. 36 techs. 1 settler (none), 2 food caravans, 2 triremes, 6 diplomats, 1 crusader (none) , 2 horses (both are none), 1 archer.
     
    Last edited: Mar 27, 2019

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