GOTM178 Spoiler

Jokemaster

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Nov 15, 2010
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FOr lack of time/motivation, I tried that one as OCC. Thank god I did. Map is not very inviting for longwinded games since there is very little landmass involved. Mostly EC play I guess. Since I played an OCC, my log will be posted in one go.


GOTM178: Will attempt an OCC. 4-special nearby: hopefully it’s not on mountains or something.
4000 BC: Hut: Pottery. Darn.
3800 BC: The 4-special spot is… forest. OK, not that bad.
3750 BC: 3 of the specials require a boat to see. Eh…
3500 BC: Trondheim built. Epic start!
3250 BC: Uncover whale.
2950 BC: One of the specials is under grassland. Colossus started. Usually it’s supposed to be built pre-2000BC, but since I built 10 turns too late…
2100 BC: Trondheim size 3. 24turns on Colossus.
Status at -1950
City Size: 3 Government: Despotism Gold: 56 Techs: 8 Trade routes: 0
Structures:
Wonders:
Units:

1950 BC: WAIT WTF??? WHY ARE MY LUXURIES AT 40%????!?!?!?!?!?!?!?!?!?!?!?!?! I’m sorry, but that was most definitely not intended. I’m going to restart.

SECOND TRY…
4000 BC: Hut is Pottery, of course.
3500 BC: Trondheim built.
3350 BC: It happened again… T4L0S6. Start researching Alphabet. Apparently I did not bother restarting again since only 3 turns were wasted.
2900 BC: Colossus started.
2850 BC: Alphabet > Burial.
2100 BC: Burial > CoL. Going for Monarchy first.
2100 BC: Trondheim size 3. 24turns on Colossus.

Status at –2000 BC
City Size: 3 Government: Despotism Gold: 26 Techs: 4 Trade routes: 0
Structures: None
Wonders: None. Currently building Colossus.
Units: 3 Warriors

1700 BC: 16 turns on Colossus.
1600 BC: Hut: Weeds.
1100 BC: CoL > Monarchy.

Status at –1000 BC
City Size: 3 Government: Despotism Gold: 46 Techs: 5 (currently researching CoL) Shield output: 6 Trade routes: 0
Structures: None
Wonders: None. Almost done building Colossus.
Units: 3 Warriors

950 BC: COLOSSUS IN TRONDHEIM.
900 BC: Egyptians start Pyramids.
625 BC: Monarchy, REVOLUTION, Monarchy established. That is a late Monarchy if I ever saw one. No contact+little huts=slow opening.
550 BC: Hut: 100g.

Status at –475 BC
City Size: 3 Government: Monarchy Gold: 168 Techs: 7 (currently researching Mapmaking) Shield output: 4 Trade routes: 0
Structures: None
Wonders: Colossus.
Units: 3 Warriors
Notes: I got nothing to build!

400 BC: Mapmaking > Currency.
350 BC: Start HG as a placeholder wonder. Boat built, The last special is a whale special. It means that the special currently being mined is pheasant.
325 BC: Indians almost done with HG.
200 BC: Game is slow. Oh hi Chinese! I pay Pottery for peace. They are offshore.
175 BC: I am weakest on the PowerCurve. That’s what happens when you start 10 turns behind everything else…
100 BC: Currency > Trade.
50 BC: Spot Green civ. Trade for Mysticism, get maps. Japs have 2 cities.

Status at 1 AD
City Size: 3… still Government: Monarchy Gold: 210 Techs: 9 (currently researching Trade) Shield output: 7 Trade routes: 0
Structures: None
Wonders: Colossus.
Units: 3 Warriors

160 AD: Trondheim size 4. PROGRESS!
Interturn: How are Pyramids still up?
200 AD: Trade > Masonry. Marco’s in 14 turns. I don’t think I want to spend money in speeding it up, better used for libraries. Japs: Trades, alliance. THE CHINESE KNOW REPUBLIC?!? Jackpot! Buuuut of course I can’t celebrate since I have 2 units outside boundaries. Sucks but oh well. REVOLUTION.
220 AD: Republic!
240 AD: > Writing. Trade for Writing and Warrior Code. Hut: Mathematics. Wait, that’s a full cycle… that was not a good idea. T1L4S5. Disband out-of-city Warrior to allow celebs to start.
260 AD: > Astronomy. TGIaJokerTech.
300 AD: T1L2S7, Trondheim size 6.
360 AD: Chinese tell us they know Banking.
400 AD: Trade Math to the Chinese for Literacy.
440 AD: Greeks are first to Philosophy.
460 AD: TRONDHEIM MARCO’S.
480 AD: Celts: Trade for techs (including Poly and Construction) Share maps. Same for Egyptians: get Philo. Chinese: Trade for Banking, get maps. Greeks: Give 3 techs, get maps. Indians: get maps. World map seems very water-filled.
500 AD: T7L2S1. Lose my Trireme attempting to kill the Barb trireme that’s been sitting on my shores since forever.

(No recap since it's easy to forget to do them when playing OCC.)

580 AD: New Trireme does get rid of the intruder.
660 AD: Trade for University. T6L3S1
800 AD: Trondheim Colosseum, celebrates again. TEchrate each 163 turns… T3L3S4.
900 AD; Trade for Bridge Building. Van: 468g.
920 AD: Indians swap to building Cope’s!!! Astronomy > Medicine.
1000 AD: Indians almost done with Cope’s. NOPE. Not happening. I had IPRB’d vans from an empty box instead of waiting a turn for shields: thank God I did.

Status at 1000 AD
City Size: 12 Government: Republic Gold: 45 Techs: 27 (currently researching Medicine) Shield output: 13 Trade routes: 1
Structures: Temple, Mkt, Aqueduct, Colosseum, Harbour.
Wonders: Colossus, Marco’s.
Units: 1 Warrior, 1 Settler, 1 Trireme.

1020 AD: Trondheim Cope's.
1100 AD: T2L2S6.
1120 AD: T5L2S3.
1360 AD: Medicine > ToG. Trondheim salt (d) to Karachi: 504g. T1L2S7.
1380 AD: T2L2S6.
1390 AD: Missed it. T6L2S2.
1420 AD: Egypt starts Shakespeare. Trondheim gems (d) to Madras: 522g. T2L2S6.
1440 AD: ToG > Something. 8 vans for Isaac Newton’s.
Interturn: Egyptians swap from Shakes to KRC. Good.
1510 AD: T6L2S2.
1520 AD: T3L2S5.
1560 AD: MASSIVE Barb uprising east of Trondheim. Good god.
1600 AD: T4L2S4.
1650 AD: 6 vans for Shakes.
1660 AD: Trondheim Shakes. Colosseum sold. Something > Democracy. So easy to forget to write things down when playing OCC! I did not avoid researching "Something" for 22 turns straight, in all likeliness.
1700 AD : Democracy > Magnetism. T4L2S4.
1720 AD: Trade for Gunpowder.
1750 AD: Magnetism > Metallurgy.
1752 AD: Hut: 200g.
1754 AD: T3L0S7.
1756 AD: T2L0S8, techrate 2 turns. I am my own key civ! Sweet. Metallurgy > Explosives.
1758 AD: Lost count how often enemy capitals have been moved. The AI has nothing to build…
1760 AD; Explosive > Electricity.
1766 AD: Electricity > Refrigeration. Trondheim silver (d) to Kyoto: 762g. T3L0S7.
1768 AD: Refrigeration > Railroad. Trondheim beads (d) to Kyoto: 780g.
1770 AD: Railroad > Conscription. T1L0S9.
1774 AD: Conscription > Industrialization.
1778 AD: Industrialization > The Corporation. Tons of WoWs are being built and IDC, not important to an OCC.
1782 AD: The Corporation > Refining.
1786 AD: Refining > Steel.
1790 AD; Steel > Combustion. Trondheim salt (nd) to Canton: 112g. Trondheim cloth (d) to Tatung: 267g. 379/1326. Not enough beakers. T4L0S6.
1794 AD; T8L0S2, missed it.
1796 AD: Combustion > Automobile. T0L0S10 to keep 2-turn techs.
1800 AD: Automobile > Mass Production. This is a hella quick game in RL time. SH’s in Trondheim. Trade for Leadership. Skipping Chivalry.
1802 AD: T3L0S7.
1804 AD: Mass Production > Tactics. T2L0S8.
1806 AD: I don’t have very many vans for the space race…
1808 AD: Tactics > Electronics.
1812 AD: Random Barb uprising kills my engineer. T1L0S9.
1816 AD: Electronics > Recycling. Trondheim beads (d) to Kyoto: 1005g. T2L0S8.
1820 AD: Recycling > Miniaturization.
1822 AD: Miniaturization > Computers. I’m not bothering for Darwin’s, need to save vans.
1826 AD: Computers > Mobile Warfare (Atomic Theory not available)
1828 AD: T2L2S6.
1830 AD: Mobile Warfare > Atomic Theory. Seeing Horsemen and Elephants build options alongside tanks is pretty funny. T1L2S7.
1834 AD: Atomic Theory > Nuclear Fission. Trondheim silver (d) to Madras: 1092g. T2L2S6.
1836 AD: Nuclear Fission > Nuclear Energy.
1838 AD: T5L0S5.
Interturn: Someone got Communism. It’s the Greeks. Or the Chinese.
1840 AD: Nuclear Energy > Communism. Trade for Communism. T3L0S7. >
1842 AD: >Laser. Just got over 50spt.
1844 AD: Laser > Robotics. Not enough to get 80spt, but enough for 2 vans to get a component.
1846 AD: Robotics > Flight.
1848 AD: 72s total.
1851 AD: Flight > Monotheism. T1L0S9. Trade for Mono. Trondheim gold (d) to Delhi: 1140g.
1851 AD: > Radio. Srsly, I don’t get the tech… a few beakers off. T10L0S0 should do the trick with the Trondheim scientists.
1852 AD: Radio > Advanced Flight. Trondheim cloth (d) to Delhi: 950g. T1L0S9.
1854 AD: Advanced Flight > Rocketry. Manhattan started for placeholder purposes.
1856 AD: Rocketry > Space Flight not available > Genetic Engineering.
1858 AD: Genetic Engineering > Space Flight.
1860 AD: Space Flight > Plastics. Apollo in 2 turns.
1862 AD: TRONDHEIM APOLLO. Going for standard 15-3-3-1-1-1. I have EXACTLY enough vans to do what I need. Nice! Plastics > Superconductor.
1864 AD: Superconductor > Guerilla warfare. (Fusion Power not available) I will be rushing something every turn. T4L0S6.
1867 AD; Guerilla Warfare > Fusion Power.
1868 AD: All SS Components done.
Interturn: China starts CfC.
1871 AD: All SS modules done. Power Ranking shift! T2L0S8. Launch in 15 turns.
1874 AD: Nevermind, add one turn. Forgot to switch from Horseman to SS structural.
1878 AD: FT1 > Labour Union.
1880 AD: Chinese send a dip, I pass on war.
1882 AD: So many capitals being moved it’s ridiculous. 10-3-3-1-1-1.
1885 AD: Labour Union > Ecology.
1887 AD: LAUNCH. Landing date: 1902 AD.
1890 AD: Ecology > FT2. T10L0S0. ¸
1891 AD: My Peace score is stuck at (+3) for whatever reason, for 10 straight turns… Solar Plant built, Hoover Dam started.
1897 AD: Hoover built, CfC started.
1899 AD: CfC rushed. Barely get it in time.
1901 AD: T0L10S0.
1902 AD: LANDING! Final score: it's an OCC so if it ends up mattering, then I have no words. (Or everyone went lean EC.)
 
For lack of time/motivation, I tried that one as OCC.
Given that I just started the previous one, I too will be playing OCC and as discussed in the game thread likely a size1 OCC.

Since I played an OCC, my log will be posted in one go.
There is no correlation between the two. Did you finish in one session?

200 AD: Trade > Masonry. Marco’s in 14 turns. I don’t think I want to spend money in speeding it up, ... THE CHINESE KNOW REPUBLIC?!? Jackpot! Buuuut of course I can’t celebrate since I have 2 units outside boundaries. Sucks but oh well. REVOLUTION.
Why the hurry? It seems to me that you did yourself a disservice and delayed Marco by exchanging (support) shields for arrows at a time that you needed the shields and not the arrows.

500 AD: T7L2S1. Lose my Trireme attempting to kill the Barb trireme that’s been sitting on my shores since forever.
That is very annoying but eventually they do go away on their own.

1000 AD: Indians almost done with Cope’s. NOPE. Not happening. I had IPRB’d vans from an empty box instead of waiting a turn for shields: thank God I did.
When I have the funds (after big deliveries) and when warriors are still producible, I produce one van per turn. It only costs 25g extra for the first row which is well worth it.

Missing any of the essential wonders in OCC is detrimental. The one you are most likely to race for is Copernicus. I once lost a race for Shakespeare (which is not an AI priority) and eventually the game with it.

1560 AD: MASSIVE Barb uprising east of Trondheim. Good god.
And then what happened? How did you deal with it?

1822 AD: Miniaturization > Computers. I’m not bothering for Darwin’s, need to save vans.
Darwin is rarely a good idea in OCC.

1842 AD: >Laser. Just got over 50spt.
1844 AD: Laser > Robotics. Not enough to get 80spt, but enough for 2 vans to get a component.
...
1848 AD: 72s total.
Few good OCC sites will give you 80+ shields in the end. I usually aim for 60+. Your 72 is suboptimal; you probably did not have 12 units to support.
 
There is no correlation between the two. Did you finish in one session?
Mostly, yeah. OCC's go by so fast. I wasn't expecting anyone else to go OCC (although in retrospect I really should have) so I didn't see the value in spacing out a log that is painfully lacking in meat and details. Still, spoiling my landing date is... ehhh...

Why the hurry? It seems to me that you did yourself a disservice and delayed Marco by exchanging (support) shields for arrows at a time that you needed the shields and not the arrows. .

I was able to celebrate from size3 to size6 after disbanding a warrior that was boarding the trireme (it was causing unrest, but one trireme alone was fine) Don't remember how much I was paying in upkeep, was probably 3 shields per turn. Extra 3citizens don't seem that bad since we did have a 4special spot, which helps make up for less shields.

That is very annoying but eventually they do go away on their own.

It was locking up my settler, which couldn't do terrain improvements in order to block the shoreline. Couldn't use an extra warrior to block since it would cause extra unrest. Maybe 40s<-1spt+10% extra luxuries? The trireme would have had to go away before 800 AD, when celebrations started again. And I did have 10s production for a long time as well, an extra shield lost could have maybe been expensive for vans. (Only 6squares were natural shield-producing squares, so I don't think extra pop matters.)

Missing any of the essential wonders in OCC is detrimental. The one you are most likely to race for is Copernicus. I once lost a race for Shakespeare (which is not an AI priority) and eventually the game with it.
.

You lost the entire game because of no Shakes? That's odd. I thought you'd be able to get by w/Colosseum+Cathedral and maybe 10% luxuries. Science rate must have been close then to really miss the 100% science that much. I do hear ya on IRBing policy when Warriors are available however. I'll take note.

And then what happened? How did you deal with it?
.

Pretty sure that I built a fortress on the mountains near SE Trondheim and built a pikeman. It got vet and everyone died. The end. (Well technically, it did die at some point alongside my settler, but the horde was thinned out and the remaining troops fortified themselves outside of city radius and stayed there for 400 years.)

Few good OCC sites will give you 80+ shields in the end. I usually aim for 60+. Your 72 is suboptimal; you probably did not have 12 units to support.

In a normal game, you would have been correct: I was overoptimistic and miscalculated how many it would have taken me to get to 80. However, without a T3 factory in Trondheim (don't remember the name: the one that's unlocked with Robotics) I don't have enough production for 60s per turn, which is what is needed for Barracks+1turn (SS structural) and 2*Van+1turn (SS Component)

Fortunately, in this game the AI was able to research Leadership before I was forced to research Chivalry. Which meant that I was able to skip the tech completely, and keep the Horseman rushing slot. Since I was supporting 1boat+1defensive unit, production totaled at exactly 70 shields, which allowed me to rush Horseman*1turn (SS structural) which saved 40gpt when building structurals compared to Barracks rush+1turn production. So, not completely useless, even if your greater point stands.
 
I was able to celebrate from size3 to size6 after disbanding a warrior that was boarding the trireme (it was causing unrest, but one trireme alone was fine)
OK. That makes sense then. I made the comment because you noted that you could not celebrate.

Republic is rarely worth it when you cannot celebrate (for whatever reason).

It was locking up my settler, which couldn't do terrain improvements in order to block the shoreline. Couldn't use an extra warrior to block since it would cause extra unrest.
You should have produced a diplomat for blocking.

You lost the entire game because of no Shakes? That's odd. I thought you'd be able to get by w/Colosseum+Cathedral and maybe 10% luxuries.
There were surely other contributing factors as well. I do not recall the details as it was many years ago. But Shakespeare was definitely a major factor. Yes, 10% plus Colosseum, Cathedral, and Temple is typically enough but sometimes you have to go to 20%. But even 10% plus the upkeep for those structures have a nontrivial effect on your treasury.

Fortunately, in this game the AI was able to research Leadership before I was forced to research Chivalry. Which meant that I was able to skip the tech completely, and keep the Horseman rushing slot. Since I was supporting 1boat+1defensive unit, production totaled at exactly 70 shields, which allowed me to rush Horseman*1turn (SS structural) which saved 40gpt when building structurals compared to Barracks rush+1turn production. So, not completely useless, even if your greater point stands.
Good point. I assumed you had more units than 2 which is really low. In a typical game I allow for 5. When some rivals are near, you need even more. I calculate this shield output right from the beginning and it is one of my factors for site selection. I use the calculation as a guide for transformations as well. Like whether I should irrigate a jungle/swamp to shield-less grassland or mine it to forest and then irrigate to plains.
 
Jokemaster's OCC makes my own efforts laughable, but here they are. Yeah, I was going to be busy today but, well, stuff happened and I had time for a quick game. I liked the opportunity to have a decent capital city, but did not try for OCC myself. I did limit my cities (other than the capital), but I like having friendly places to rest and relax in outside my capital, so I only built a handlful of supporting cities.

4000: Hut = Chariot (NON).
3800: Hut = Archers (NON).
Expl = Settler spots Forest and Whales.
3750: Work = Settler building road (52,60).
3650: Site = 39,57 - Grassland, 4 specials (WWBF), Port, Ithsmus.
3600: City = Trondheim (51,59).
Fund = T6L4S0 > T4L0S6. Income 1, Cost 0, Disc 10 Turns).
3550: Disc = Alphabet > Writing.
3450: Prod = Warrior > Warrior.
3300: Prod = Warrior > Colossus.
3150: Hut = AT Kaupang (32,54). So much for playing OCC!
3100: Disc = Alphabet > Writing.
Hut = WN.
3000: Stat = 2 cities, 20k, 12 gold.
2 techs, disc 11 turns (Writing, 5 beakers).
1 Settler, 2 Warriors, 1 Archers, 1 Chariot.
Pop 7th, Land 1st, Lit 1st.
2750: Work = Nomad building road (52,62).
2700: Disc = Writing > Pottery (for HG). No Republic options offered.
2650: Work = Nomad irrigating (52,62).
2550: Stat = Trondheim pop 2. Pop 40k.
2400: Work = Nomad irrigating (51,59).
2150: Work = Nomad irrigating forest (52,60).
2100: Prod = Kaupang Settler > Settler.
Disc = Pottery > Code of Laws
2000: Stat = 2 cities, 40k, 36 gold.
4 techs, disc 16 turns (CL, 8 beakers).
2 Settlers, 2 Warriors, 1 Archers, 1 Chariot.
Pop 3rd, Land 1st, Lit 1st.
1850: City = Uppsala (39,57).
Work = Nomad irrigating forest (51,61).
1600: Work = Nomad building road (51,61).
1550: Disc = CL > Literacy.
1500: Work = Nomad irrigating (51,61).
1350: Prod = Uppsala Phalanx > Settler.
Fund = T4L0S6 > T5L0S5.
1300: Stat = Population 100k.
1200: Work = Nomad mining (50,62).
1150: Rush = 96 gold to complete Colossus (Fund = 96 > 0). T5L0S5 > T4L0S6.
1100: WNDR = COLOSSUS IN TRONDHEIM.
Prod = Colossus > Library.
1050: Disc = Literacy > The Republic.
Prod = kaupang Settler > Settler.
1000: Stat = 3 cities, 100k, 19 gold.
6 techs, disc 9 turns (Republic, 11 beakers).
2 Settlers, 2 Warriors, 1 Archers, 1 Chariot.
Pop 4th, Land 1st, Lit 1st.
875: Disc = Republic > CB (Map Making not offered).
850: GOVT = REVOLUTION.
Work = Nomad building road (50,62).
825: GOVT = REPUBLIC.
Fund = T4L0S6 > T1L2S7.
775: City = Hladir (44,48).
725: Disc = CB > Map Making.
Prod = Trondheim Library > Temple.
700: Fund = T0L3S7.
Work = Nomad and Uppsala Settler building road to link cities.
600: Disc = Map Making > Mysticism.
525: Prod = trondheim Temple > Trireme.
500: WNDR = Chinese building Pyramids.
Disc = Mysticism > Seafaring.
WLTP = Trondheim.
450: Fund = T0L3S7 > T1L2S7. Trondheim pop 6.
400: Disc = Seafaring > Philosophy
375: Prod = Trondheim Trireme > HG. Trireme spots 2nd whale.
225: Work = Pheasant appear.
175: Disc = Philosophy > Currency > Trade.
Fund = T1L2S7 > T1L4S5.
150: WLTP = Trondheim.
100: Fund = T1L2S7 > T1L3S6. Trondheim pop 8.
1: City = Aarhus (56,64).
1: Stat = 5 cities, 470k, 66 gold.
15 techs, disc 6 turns.
4 Settlers, 1 Archers, 1 Chariot, 1 Trireme.
Pop 1st, Land 1st, Lit 1st.
Trondeim pop 8, Prod 11 shields, support 1 (Trireme).
Hanging Gardens: 5 turns.
60: NEWS = Indians undertake HG. Too late, guys!
80: City = Kaupang destroyed (builds Settler).
100: WNDR = HANGING GARDENS IN TRONDHEIM.
Prod = Trondheim HG > ST (Placeholder for CO)
Fund = T1L3S6 > T1L1S8.
City = Viborg (33,55).
220: WNDR = Beijing builds Pyramids. Indians > CO! The race is on!
300: Fund = T1L1S8 > T0L2S8
380: Disc = Astronomy > Navigation.
Prod = Trondheim ST > CO. 3 Caravans added = 304/300.
400: NEWS = indians have nearly completed CO. HO, HO, HO. No.
WNDR = COPERNICUS' OBSERVATORY IN TRONDHEIM.
Prod = Trondheim CO > Caravan. Trade time.
Fund = T0L2S8 > T1L2S7.
420: WNDR = Bombay builds Lighthouse. Bombay has only 3 people!
460: Disc = Navigation > Construction.
700: Disc = University > Theory of Gravity.
780: VAN = Trondheim Gems to Edo (440 gold).
VAN = Uppsala Beads to Edo (132 gold) - big difference!
880: WNDR = MAGELLAN IN TRONDHEIM.
900: Disc = Physics > Warrior Code.
1000: Disc = Warrior Code > Iron Working.
1040: Fund = T1L2S7 > T0L3S7.
1060: BATL = Barb Caravel sinks my Caravel on its way home. GRRR!
WLTP = Trondheim. Helped by the loss of my ship, ironically.
BATL = My Trireme sinks the Barb caravel but is reduced to 2 moves.
BARB = Other Barbs land near Aarhus. Chariot sent.
1100: WLTP = Trondheim pop 10. Need a Colosseum to start again.
1280: Unit = My wounded Trireme finally reaches Edo and is disbanded. RIP.

Long story short, [redacted till the GOTM ends]
 
Amusing thing here is after I built Apollo, the Chinese suddenly got real interested in espionage. First thing I was aware of it, a Chinese Diplomat came out of the peninsula nearest China and tried to infiltrate Hladir. Fortunately I had a Dip of my own in the city and the attempt was foiled. I promptly used a couple of spare Caravans to blockade that peninsula to prevent any further incursions (the Chinese had several units there and for some reason the game never offered me the option to tell them to go away). After that, every other turn for a while, I would "Send Emissary" and renegotiate the eternal peace treaty with the Chinese. Eventually they proposed an alliance against the Japanese, after which I just watched a bunch of frustrated Chinese Diplomats run up and down the peninsula each turn (the two squares there had railroads so each Dip would run back and forth a few times)!

It was a good long time before they landed a Diplomat elsewhere and managed to steal Plastics, then Space Flight, then Superconductor off me. By the time they managed all that, my spaceship was halfway to Alpha Centauri, so their ability to sudenly burp out lots of modules and components each turn did them no good at all.
 
Yeah, the AI gets really cheaty by the end. They start spamming tons of dips and will only steal spaceship-related techs. Annoying: blocking the way with caravans/dips is usually the correct course of action if you have a well-developed land rival.
 
I started yesterday for a quick OCC-game.

First part of my log, feel free to laugh! :lol:

-4000 pop hut: Archer
-3800 Whale uncovered
-3700 Haithabu founded on 4-special site (one hidden on the other side of the bay, one still dark),. build size-one-settler first
-3650 Research Alph
-3550 Weeds in hut
-3200 Alph->Laws; settler built, chops down the trees in Haithabu, warrior next
-3050 Warrior built, begin Colossus
-2650 Laws->Burial
-2300 Nomads! Excellent!
-2200 None-Archer from hut (popped by none-archer, so we do not know who is near)
-1900 Burial-Monarchy
-1800 Settler re-settles, making Haithabu size 3
-1200 Mon (one turn too late)->Mapmaking
-1100 Reach size 4, working gold now, no more food surplus
-875 MM->Currency
-850 Colossus built, trireme next
-775 Pheasant produced, will be turned into buffalo
-700 Curr->Trade; Trireme uncovers whale, begin market
-625 Celts and Egyptians flip around their capitals a couple of times
(Barbs east of us)
-525 Archer fortifies on mountain; irrigated buffalo complete, now we are producing 9 shields, ouch! Maybe settle the nomad ? There is no work to be done anyway until railroad
-500 Trade->Writing; Market built, start van
-350 Barbs have destroyed the gold mine
-300 Barbs keep marching west, not attacking Haithabu
-225 Celts build Pyramids
(Barbs again in the east)
-25 Writ->Literacy

stats at 1 AD:
city size 4; techs: 9; Gold: 32; units: 1 settler, 3 vans; 3 army, 1 boat; Gov: Desp.; city: Market; Colossus; TR:0


60 Marco Polo built: Wow everybody is at war with everybody they have contact with!
Get Construction from Celts, peace, no maps since we do not have more to offer
Get Myst and Wheel from Japan, peace, maps
Get Seafaring from Egypt, no peace since we refuse to declare war on Celts
Refuse to pay 50g tribute to China, they declare war! Too bad, they are the only one with Lit.
Get maps from Greece

100 Grab barb leader 100g
160 Spend 50g on peace with china, no Lit though because of HG, get maps
180 Set sails for Japan with two vans, get Celtic map
220 Temple built
260 Another barb leader for 100g ... AAAAAAHHHHHHH!!!!! We have been in despotism for 1200 years more than necessary!!!
280 Revolution
300 Become Monarchy, sign peace with Japan
(China wins the philo race, picks Mono)


I know it is allowed to back in case you forgot something, when I realized about despotism, the newest save I had was from 2200 BC. Too far to go back.
 
@Major: At this point you're pretty decently ahead of me, but do not have Republic yet. Usually it's a pretty big disrepancy bc of WLTPD, but I also lacked Construction and Seafaring back then, plus you have a mktplace already built. Going to be interesting if you can get Repu from the Chinese at some point, or prereq techs from them. If you do, I think you've got me beat pretty handily.
 
Major Advantage: build size-one-settler first

:wow: I only learned about this trick today after re-reading the Rules thread. Will definitely use it myself in future.

Comparing my game with Jokemaster's, I was actually ahead of him until around 1300 when *magic happened* and suddenly his civ accelerated like a rocket. I presume that because he was playing OCC, he was using Marco's to target his Caravans very precisely to cities that needed his goods. I didn't manage to get Marco's, so I had very limited info on what cities wanted my goods. In the end, being lazy and very short of time (which is why I stop taking notes after 1280), I didn't even bother with diplomacy, I just unloaded all my Caravans directly from my ships onto Edo and Bangalore (including at least one stray food Caravan :lol:), since I knew where those cities were and had mapped out routes to get to them. This greatly reduced my profit from each Caravan and dragged the game out.

On the other hand, I had half a dozen cities, so I had caravans coming out of my ears. The goods vans went overseas, the food vans mostly just accumulated for use in wonder and spaceship construction. In the years leading up to Apollo, I had freight parked all along my main highways, especially at the choke points, to stop wandering Chinese units from blocking my movements. Once the Chinese started calling me dirty names (even though the only dastardly thing I'd done in the whole game was to subvert one Chinese city that was threatening my road out of Hladir), I used aggressive diplomacy (sending them an emissary every other turn to negotiate a peace treaty) to prevent them from backstabbing me. This was rather important as they had so many Armor and Artillery wandering around my island (including, yes, brazenly crossing land my cities were actively cultivating!) that if it had come to war, I could lose half my cities in the first move.
 
"Magic happens" basically means completion of Isaac Newton's and celebrations to size 21+ stopping, and the science rate being jacked up as a result. OCC's are generally a race to this "takeoff" state after which the game is mostly on autopilot: my takeoff was noticeably poor this game however.
 
@Major: At this point you're pretty decently ahead of me, but do not have Republic yet. Usually it's a pretty big disrepancy bc of WLTPD, but I also lacked Construction and Seafaring back then, plus you have a mktplace already built. Going to be interesting if you can get Repu from the Chinese at some point, or prereq techs from them. If you do, I think you've got me beat pretty handily.
Getting pottery from the first hut is very unfortunate, so you being behind is no surprise.

My period of monarchy was very short. ;) After that, my game went on as usual.

Major Advantage: build size-one-settler first

:wow: I only learned about this trick today after re-reading the Rules thread. Will definitely use it myself in future.

That is one of the nice little tricks that helps to speed up the game. Have you read "Tips & Tricks for new players" in the strategy section of this forum?


Next part of my log:

360 Library built
380 Get pottery from Egypt, sign peace with them, get Lit. from China
(India Astro)
400 Research Republic
440 Harbor built
460 Republic(rev.+est.) ->Banking; gems(d)>Osaka 204; start celebrations
480 Aquaeduct built
500 Banking ->Philo; get Philo from China; Astro + Math from India
520 Research University
(Japan Engineering)
560 Cancel celebrations at size 9; Beads (d)>Kyoto 320
600 Uni->Medicine
(Celts BB)
660 Sign alliance with China
680 Gold (u)>Shanghai 180; Indians begin Copernicus
740 Medicine->Chemistry; Get Engineering from Japan; copper (d)>Peking 408
(Barb uprising east of us)
760 Sell temple
780 Shakespeare built; Ask for Chinese gift, get none
(Greek chariot approaches, they demand 250g, no, war, chariot moves away)
820 Chem->sanitation
840 Cancel celebrations at size 12; Archer kills greek chariot, turns vet
(Japan Feudalism)
900 Kill greek catapult
940 Kill 2 greek chariots
960 San.->Gravity
980 Celebrations begin again
1000 Sewer built

stats at 1000 AD:
city size 13(and growing); techs: 25; Gold: 173; units: 1 settler, 7 vans; 2 army, 1 boat; Gov: Rep.; city: Market, library, aqaeduct, sewer, harbor; Colossus, MPE, Shakes; TR:3
 
Finished and submitted! Everything went smoothly, so smoothly that I risked a little adventure in the end and even that went smoothly...

1060 Copernicus built
(China economics)
1080 Sign peace with India
1100 Gems (d)>Bombay 450
1120 Gravity->Economics; Bank built; Cloth (u)>Bangalore 468; China refuses to share Econ. because Michelangelo
1160 Econ.->Invention; University; Haithabu maxed out for now at size 21
1200 Invention->Demo; Get BB and IW from Celts
(China Navigation)
1260 Demo(rev.+est.)->Navigation; No Navi from China as expected, but 100g gift
(China almost done with Michelangelo)
1280 Cut down scince
(China builds it)
1300 Get Nav. from China
1320 Research Physics
1340 Phys.->Gunpowder;
(Japan Chivalry)
1380 Gunp.->Steam engine;
1420 100g from China; Another greek chariot killed, seems they do not want to attack my vet archer in the gold mine fortress...
1440 Copper (d)>Tsingtao 372
1480 Steam ->Railroad; Newton College
1500 Salt (d) >Canton 444
1510 RR->Industrialization; Trireme disbanded; Too bad we are out of gems supply after last turns delivery; Get HBR from China
1520 Darn, key civ shift...we are moderate now, tech dump pathetic Egyptians
1540 Ind.->Corporation(1140); Stock exchange

stats at 1540 AD:
city size 21; techs: 38; Gold: 2974; units: 1 settler, 3 vans; 2 army; Gov: Dem.; city: Market, library, aqaeduct, bank, university, stock exchange, sewer, harbor; Colossus, MPE, Copernicus, Shakes, Newton; TR:3

1560 Corp->Explosives; Factory built
1580 Expl.->Magnetism; Barb Legion bribed for 82
(Celts Leadership! Yes!)
1590 We are back to inadequate making us our key civ
1600 Shift back to moderate, no tech
1610 Mag->Metallurgy;
1630 Metall->Electricity;
1650 Electr.->Refining; transport built
1660 100g from China
1670 Ref.->Steel(1144); Oil (u) > Peking 194
1690 Steel->Combustion(1170); Canton out of salt demand
(India Darwin and picks Communism)
1710 Comb.->Automobile; Get Leadership from Celts
1730 Auto->Conscription;
1750 Conscr.->Tactics(1274); Superhighways

stats at 1752 AD:
city size 21; techs: 49; Gold: 3666; units: 1 settler, 8 vans; 2 army, 1 dip, 1 boat; Gov: Dem.; city: Market, library, aqaeduct, bank, university, factory, stock exchange, sewer, superhighways, harbor; Colossus, MPE, Copernicus, Shakes, Newton; TR:3

Spoiler :
1754 Another shift and we miss tactics! :( Also realize that Karachis is out of salt demand
1756 Tactics->Electronics(1750); copper (d)>Bangalore 1166
1758 Electron.->Mach. Tools; Engineer built; Salt (u)>Bangalore 813
1760 Mach.->MassProd.; Now we are strong
1764 MassP.->Mini(1696);
1768 Mini->Computers;
1770 Offshore platform, now generating 46 shields... We are back to moderate, not even 100% science is enough for 2 t/a, gift some harmless techs to Egypt, not enough
1774 Comp.->Communism; Get Communism from India
1776 Researching Atomic Theory, Science Lab built, 1008 beakers done
1778 Atomic Th.->Nucl. Fission;
1782 NFiss.->NPower;
1784 Greek elephant killed
1786 NPower->Refrigeration; Silver(d)>Bombay 1022
1788 Nuclear Plant
1790 Refr.->Laser;
1794 Laser->Flight;
1796 We celebrate again
(India about to finish UN, that is kind of early)
1800 Flight->Radio; Spend a few vans and 1400 gold on UN...and now we are supplying gold
1802 UN built; City maxed out at size 23
1808 Radio->Adv. Flight; Mass transit built
1814 Adv. Flight->Espionage;
(Egyptians destroyed by Celts)
1818 Stat on SETI, only 600s wonders available
1820 Espionage->Rocketry(2600); Silver(d)>Bombay 1015
1824 Rockets->Space(2376); Gold (d)>Delhi 1026
1828 Space->Plastics;
1830 Apollo built; Bribe barb dragoon for 102g; Should we will build 2 commodity vans before spaceship to ship to India?
1832 More barbs approaching;
1834 Set sails with two vans, kill barb leader 100g; Time for spaceship, we have 61 shields available, via temple 160g, via horse 120+25+25=170g, so via temple
1836 Plastics->Guerilla; 1st structure built
1838 Dragoon bribed for 102
1840 Kill barb dragoon; Hut on island 23: 2 barb knights
1844 Guerilla->Supercond.; 5 structures done
1848 Gold (d) > Delhi 1026
1850 Superc->Fusion(2450); Silver(d)->Bombay 1050
1853 Fusion->Labor; 11 structures done
1854 Forgot to rush the tempel the turn before...add a van and switch to component, less waste
1857 Labor->Recycling;
1859 15 structures done
1861 Recycling->FT1; Ship 15-2-1-0-0-0
1864 All components built
1866 FT1->Genetic
1867 15-3-3-1-1-1-Ship is ready! Launch now or gamble on a bigger ship for fun?
1868 We take the fun way and build another structure
1870 Genetic->FT2
1873 Sign peace with greeks
1874 FT2->FT3
1875 23 structures done
1878 FT3->Amph.Warf.
1881 Japanes dip evicted
1882 Amph.->FT4; Ship 23-5-5-2-2-2 and lift off!
1884 Two more vans shipped out, time for defenses
1885 Barracks
1886 FT4->FT5(2054); Mech Inf; Give computers to China, get 50g gift; Err, city wall, hello? Cannot find to build it...
1887 SAM built, gold (d)>Canton 654
1888 Cure for Cancer built
1889 FT5->Environmetalism(2080);
1890 Give superconductor to India, silver (d) >Bombay 1025, sell science lab
1891 Env.->FT6; SETI built, boat disbanded, sell sewer
1892 Sell aqaeduct
1894 Put in the last two vans, disband some units, sell factory
1895 FT6->FT7; Manhattan built
1896 The eagle lands

A little unfortunate that there were no cheap wonders to build in the end for score...
 
Amusing thing here is after I built Apollo, the Chinese suddenly got real interested in espionage. First thing I was aware of it, a Chinese Diplomat came out of the peninsula nearest China and tried to infiltrate Hladir. Fortunately I had a Dip of my own in the city and the attempt was foiled. I promptly used a couple of spare Caravans to blockade that peninsula to prevent any further incursions (the Chinese had several units there and for some reason the game never offered me the option to tell them to go away).
Yeah, the AI gets really cheaty by the end. They start spamming tons of dips and will only steal spaceship-related techs. Annoying: blocking the way with caravans/dips is usually the correct course of action if you have a well-developed land rival.
This is not being cheaty, but rather the AI being smart. In fact, the designers of the game put a lot more thought into how to make the AI a good rival in the advanced ages than in the early ones.

Autumn Leaf, the reason you did not get the option to expel the diplomats is that the AI deliberately brings along another unit just to make it impossible for you to do so. You can only expel single diplomats. I still remember the first time I saw the AI double up after single ones failed. At the time I did not know you can only expel single diplomats and it was a revelation to me.

The AI gets real nasty when you start work on your space ship and they cannot. Many times they send a bunch of diplomats just for sabotage. In one OCC game, my blockade broke down just one turn and in that one turn about 6 diplomats got to my city and each destroyed a piece of infrastructure. My city faced massive problems (starvation chief among them) and I had to halt the space race and attend to that.

Major Advantage: build size-one-settler first
:wow: I only learned about this trick today after re-reading the Rules thread. Will definitely use it myself in future.
Stick around and you will learn more useful tactics as well.
I didn't manage to get Marco's, so I had very limited info on what cities wanted my goods .... I didn't even bother with diplomacy
Diplomacy is a great aspect of the game and that is why Marco is usually the first pick of seasoned players no matter which strategy they are playing (conquest or space ship). I recall that was one of the early lessons I learned after joining GOTMs. Before that I did not value Marco as much as I should have.
"Magic happens" basically means completion of Isaac Newton's and celebrations to size 21+ stopping, and the science rate being jacked up as a result.
Newton, in my opinion, is a less contributing factor than celebrating to size 21+. In the early game your growth is restricted by lack of infrastructure and tech (Construction for aqueduct and sanitation for sewer). Once you get past size 12, it is usually an unbroken celebration to size 21+ allowing you to roughly double your city size in about a dozen turns.
 
I started playing a couple of nights ago and like I said in the game thread I decided to go for size 1 OCC. This is something I have never tried before and had to think carefully about.

The setup was very good for this. I built on the mountain and had ocean access as well as a forest in my city radius for occasional shield boost. (Later, thanks to a nomad, I mined the hill nearby for even better shield boost.)

As I got more into the game and revealed the map, it became apparent that this was as suitable as it gets. I have my own continent and my rivals are not too far away.

Apart from vans, of which I have built a ton, it is hard to know what is worth building. Arguably nothing is worth it. After some thought, I have opted to build all science infrastructure and a marketplace. At this rate, I will have more than enough vans on hand to build one space ship part per turn. The real challenge is going to be staying enough ahead of the rivals in the tech race. Something that is real hard to do with just two tiles being worked.

Luckily, and this is rather unusual, I have managed to ally with everyone. Typically a few shun you. The money I make from taxes can barely pay for my infrastructure cost. Gift money is what is keeping me functional. I beg almost every turn.
 
Strategy is size 1 OCC; I have never tried this before.

Date, Produced, Tech achieved, Other notables

-4000 Archer from hut.
-3850 None horseman from hut.
Trondheim founded on gold mountain.
Work on Colossus started.
-3750 Alphabet
-3650 None archer from hut. Gold would have been better.
This is welcome too.
-3500 Code of Laws Research goal is Monarchy
-3150 Ceremonial Burial

Status at -3000
City Size: 1 Government: Despotism Gold: 44 Techs: 4 Trade routes: 0
Structures:
Wonders:
Units: 2 None Archers, 1 None Horseman
Goals: Monarchy in -2650; Marco and Colossus
Celt: No contact
Japanese: No contact
Egyptian: No contact
Chinese: No contact
orange: No contact
Indian: No contact

-2650 Monarchy Monarchy established. T3L0S7
-2150 Currency Trade not a choice; chose mapmaking
-2100 Nomad from hut.
-2050 Barbarians land but not near Trondheim

Status at -2000
City Size: 1 Government: Monarchy Gold: 104 Techs: 6 Trade routes: 0
Structures:
Wonders:
Units: 1 None settler, 2 None Archers, 1 None Horseman
Goals: Trade, Marco, and Colossus
Celt: No contact
Japanese: No contact
Egyptian: No contact
Chinese: No contact
orange: No contact
Indian: No contact

-1550 Mapmaking
-1450 Another barbarian uprising not near Trondheim
-1300 Mine ready for Trondheim's use
-1100 Archer on mountain survives 2 barbarian horseman

Status at -1000
City Size: 1 Government: Monarchy Gold: 162 Techs: 7 Trade routes: 0
Structures:
Wonders:
Units: 1 None settler, 2 None Archers, 1 None Horseman
Goals: Trade, Marco, and Colossus
Celt: No contact
Japanese: No contact
Egyptian: No contact
Chinese: No contact
Greek: No contact
Indian: No contact

-0900 Trade T7L0S3
-0550 204g spent on Marco.
-0525 Marco T3L0S7
Mapmaking, Trade, Alphabet -> Indian(1) -> Masonry, Mysticism, Construction, alliance, 50g
Trade, Monarchy, Mysticism -> Egyptian(4) -> Writing, Math, alliance, Horseback riding
Construction -> Japanese(2) -> Wheel, alliance, 100g
Writing, Trade, Construction -> Chinese(5) -> peace, Seafaring, alliance, 100g
Construction, Math -> Greek(3) -> Iron Working, alliance, 150g
Iron Working, Wheel -> Celt(6) -> peace, alliance, 200g

-0500 Caravan Exchanged maps with all

Status at -0500
City Size: 1 Government: Monarchy Gold: 345 Techs: 17 Trade routes: 0
Structures:
Wonders: Marco
Units: 1 None settler, 2 None Archers, 1 None Horseman , 1 van
Goals: Colossus, Philosophy, Republic, trade routes
Celt: 4 cities, 13 techs; allied with me
Japanese: 3 cities, 7 techs; allied with me
Egyptian: 3 cities, 14 techs; allied with me
Chinese: 5 cities, 12 techs; allied with me
Greek: 3 cities, 9 techs; allied with me
Indian: 3 cities, 11 techs; allied with me

-0475 Caravan
-0450 Caravan
-0425 Caravan
-0400 Colossus
-0325 Celt, Chinese, Greek -> 25g; Japanese -> 50g;
Indian -> 75g; Egyptian -> 100g;
-0300 Caravan
-0275 Caravan Greek -> 25g; Japanese -> 50g
-0250 Trireme Celt, Chinese -> 25g; Indian-> 50g; Egyptian -> 75g
-0225 Caravan Japanese -> 50g
-0200 Greek -> 25g; Indian-> 50g;
-0175 Library Barbarian leader for 100g
Celt, Japanese, Egyptian, Chinese -> 25g
-0150 Caravan Silver to Nanking for 120 establishes the first route
Greek -> 50g
-0125 Caravan Celt, Japanese, Egyptian, Indian -> 50g
-0100 Caravan Literacy Literacy to all
-0075 Caravan Greek -> 100g
-0050 Caravan Copper to Beijing for 128. Egyptian, Indian -> 50g
-0025 Caravan Chinese -> 0g; Japanese -> 50g
+0001 Chinese -> 0g

Status at +0001
City Size: 1 Government: Monarchy Gold: 14 Techs: 18 Trade routes: 2
Structures: Library
Wonders: Marco, Colossus
Units: 1 None settler, 2 None Archers, 1 None Horseman , 1 Trireme, 7 vans (6 food)
Goals: Philosophy, Republic, third trade route, Copernicus
Celt: 5 cities, 17 techs; allied with me
Japanese: 4 cities, 10 techs; allied with me
Egyptian: 4 cities, 17 techs; allied with me
Chinese: 6 cities, 16 techs; allied with me
Greek: 3 cities, 14 techs; allied with me
Indian: 4 cities, 14 techs; allied with me
 
Date, Produced, Tech achieved, Other notables
+0020 Marketplace Seafaring -> Egyptian -> Engineering
Chinese -> 0g; Celt -> 50g
+0060 Diplomat Indian -> 50g
+0080 Chinese build Pyramids. Chinese -> 0g
+0100 Chinese -> 75g; Celt, Japanese -> 50g;
Egyptian -> Warrior Code
+0120 Caravan Chinese -> 75g; Egyptian, Greek -> 50g
+0160 Caravan Chinese -> 100g
+0180 Trade -> Celt -> Republic
+0200 Caravan Revolution started
+0220 Republic established
+0240 Caravan Republic to all who did not have it. Japanese -> 50g
+0260 Celt, Egyptian, Greek, Indian -> 50g
+0280 Caravan
+0320 Caravan
+0340 Celt, Indian -> 50g
+0360 Caravan
+0380 Chinese develop Philosophy and get invention
Egyptian -> 50g
+0400 Caravan
+0420 Celt, Indian -> 50g
+0440 Caravan Chinese build Great Library
+0460 Japanese, Greek -> 50g
+0480 Astronomy Astronomy -> Chinese -> Philosophy
+0500 Caravan Celts build King Richard's
Gold to Heliopolis for 348
Iron Working, Currency -> Chinese -> Invention, 100g

Status at +0500
City Size: 1 Government: Republic Gold: 456 Techs: 24 Trade routes: 3
Structures: Library, Marketplace
Wonders: Marco, Colossus
Units: 1 None settler, 2 None Archers, 1 None Horseman , 1 Trireme, 1 diplomat, 10 vans (9 food)
Goals: Copernicus (next turn), University, Newton, Darwin
Celt: 5 cities, 22 techs; King Richard; allied with me
Japanese: 4 cities, 15 techs; allied with me, war with Chinese
Egyptian: 4 cities, 21 techs; allied with me
Chinese: 7 cities, 23 techs; Pyramids, Great Library; allied with me, war with Japanese
Greek: 5 cities, 16 techs; allied with me
Indian: 4 cities, 20 techs; allied with me

+0520 Copernicus Invention, Philosophy -> Japanese -> Bridge, 50g
Wheel -> Chinese -> 50g
Egyptian -> 0g; Indian -> 50g
+0540 Caravan Egyptians build Great Wall
+0560 Caravan Celt -> 0g; Greek -> 50g
+0600 Caravan Astronomy -> Japanese -> 50g
Celt -> 25g; Indian -> 50g; Egyptian -> 0g
+0640 Caravan University Celt -> 25g; Indian -> 50g; Egyptian -> 0g
+0660 Japanese, Greek -> 50g; Celt -> 25g; Egyptian -> 0g
+0680 University Egyptian -> 0g
+0700 Celt -> 25g; Egyptian -> 0g
+0720 Caravan Egyptian -> 0g
+0740 Celt, Greek, Indian -> 50g; Egyptian -> 0g
+0760 Caravan
+0780 Japanese -> 50g; Chinese -> 100g
+0800 Caravan
+0820 University -> Chinese -> Banking;
Celt, Greek -> 50g
+0840 Caravan Indians build Hanging Gardens
Invention -> Celt -> Navigation; Egyptian -> 0g
+0860 Celt -> 0g; Indian -> 50g; Egyptian -> 0g
+0880 Celt -> 50g; Egyptian -> 0g
+0900 Caravan Theory of Gravity
+0920 Newton
+0940 Celt, Greek-> 50g; Egyptian -> 0g
+0960 Caravan Japanese -> 50g; Egyptian -> 0g
+0980 Celt, Japanese-> 50g; Egyptian -> 0g

Status at +1000
City Size: 1 Government: Republic Gold: 46 Techs: 29 Trade routes: 3
Structures: Library, Marketplace, University
Wonders: Marco, Colossus, Copernicus, Newton
Units: 1 None settler, 2 None Archers, 1 None Horseman , 1 Trireme, 1 diplomat, 13 vans (12 food)
Goals: Darwin
Celt: 5 cities, 26 techs; King Richard; allied with me
Japanese: 4 cities, 23 techs; allied with me, war with Chinese
Egyptian: 4 cities, 27 techs; Great Wall; allied with me
Chinese: 7 cities, 29 techs; Pyramids, Great Library; allied with me, war with Japanese
Greek: 6 cities, 20 techs; allied with me
Indian: 4 cities, 25 techs; Hanging Gardens; allied with me
 
What's your techrate at this point of the game?
 
+1020 Japanese, Chinese, Greek, Indian -> 50g;
Egyptian -> 0g
+1040 Caravan Celt -> 50g; Egyptian -> 0g
+1060 Physics Banking -> Indian -> Gunpowder
Gunpowder -> Celt, Japanese
+1080 Caravan Celt, Japanese, Chinese -> 50g; Egyptian -> 0g
+1100 Japanese -> 50g
+1120 Caravan Japanese, Greek -> 50g
+1140 Celt -> 50g
+1160 Caravan Japanese, Greek, Indian -> 50g; Egyptian -> 0g
+1200 Caravan Celt, Chinese, Greek -> 50g; Egyptian -> 0g
+1220 Japanese, Indian -> 50g
+1240 Caravan Steam Engine Steam Engine -> Chinese -> Democracy. Revolution
Egyptian -> 0g
+1260 Democracy established. T0L0S10
Japanese, Greek -> 50g
+1280 Caravan Celt -> 50g
+1300 Celt, Japanese, Chinese, Indian -> 50g;
Egyptian -> 0g
+1320 Caravan Greek -> 50g; Egyptian -> 0g
+1340 Celt, Japanese, Indian -> 50g; Egyptian -> 0g
+1360 Caravan
+1380 Barbarians in homeland but not near Trondheim
+1400 Magnetism All others -> 50g; Egyptian -> 0g
+1420 Frigate Barbarian elephant dies in attack on my archer
Trireme disbanded
Celt, Japanese -> 50g; Egyptian -> 0g
+1440 Caravan Greek -> 50g
+1460 Steam Engine -> Japanese -> Metallurgy, 50g
Celt, Indian -> 50g; Egyptian -> 150g
+1480 Caravan Chinese have built a city on my home island
+1500 Celt, Chinese, Greek -> 50g; Egyptian -> 150g

Status at +1500
City Size: 1 Government: Democracy Gold: 964 Techs: 35 Trade routes: 3
Structures: Library, Marketplace, University
Wonders: Marco, Colossus, Copernicus, Newton
Units: 1 None settler, 2 None Archers, 1 None Horseman , 1 Frigate, 1 diplomat, 24 vans (22 food)
Goals: Darwin
Celt: 7 cities, 35 techs; King Richard; allied with me
Japanese: 5 cities, 29 techs; allied with me
Egyptian: 4 cities, 32 techs; Great Wall; allied with me
Chinese: 8 cities, 36 techs; Pyramids, Great Library; allied with me
Greek: 7 cities, 24 techs; allied with me
Indian: 6 cities, 35 techs; Hanging Gardens; allied with me
 
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