GOTM55 Spoiler

I played at GOTM 54 but had too many concerts in July to finish it. I wasn't going to win any stars. Ali's big maps need something different than my usual style, especially in the expansion phase after Marco's. I suspect I spend too much money rushing caravans for wonders, don't build enough settlers, and make too few caravans for trade. In GOTM 55, I failed to explore early and did not get advanced tribes near the AI from huts. I also thought I could get money from trade caravans - that would be a No.
 
Peaster and Grigor, I believe you are talking about GOTM53 played in June played on the map I designed and called HaftJazire.

I have designed plenty of maps during the years. They come in all sizes. Next time I get the chance to submit a map I will make sure it is one of the small ones.

In fact, I know which one it will be: 8 triangles on 40x50. This world consists of 7 triangles of sides 6x6x6 and one triangle of sides 30x30x30. The big one is in the middle; the smaller ones around it. Each small triangle is home to one civ color. This will be played with 7 civs and restarts on.

I have found that the map has a huge effect on strategy. Unfortunately, the so called random map generator creates maps that are very much alike.
 
+1800 to +1850 report. A period of increased warfare, full take over of the butterfly, and expansion of domestic trade.

In +1804 I finished off the Greeks and in +1812 the Vikings gaining full control of the butterfly. After a couple of minor nuisances by Mongols, they were kept under tight control by bribing any unit that ventured out of their one and only city.

In +1834 a Transport arrives on Zululand with 5 tanks and 2 spies. Air & Naval support are right behind. The moment the spy lands Zulu sign a cease fire with the senate behind my back. I land all my tanks and explore their land thanks to their extensive railroad. In +1840 they finally break cease fire themselves by killing one of my tanks in a fortress. Zulu Isipezi is immediately captured. Senate signed a brief cease fire with the Zulu once more but mostly supported the war.

In +1844 the full space ship is finally ready but not yet launced.

In +1836 with the space ship near completion older cities embark on a new endeavor: production of undemanded comodity freights. Several of these are delivered every turn for decent returns (60-200 each). In +1850 with most of larger Zulu cities taken over, trade expands to the point that I set taxes to zero and get 2 techs per turn every turn.

Status at +1850
Population: 184.68M; Cities: 108; Trade routes: 235D27F; Government: Democracy
Finance. Treasury: 2475; Cost per turn: 2305; Income: 355; Tax rate: 0%
Science: Total advances: 88+69F; Advance every 0.5 turns (hopefully); Science rate: 70%
Production: 2883MT; 1 polluted tiles
Wonders: Marco, Hanging Gardens, Colossus, Michelangelo, Pyramids, Copernicus, King Richard, Leonardo, Adam Smith, Magellan, Newton, Cure for Cancer, Bach, Hoover dam, SETI, Darwin, UN, Oracle, Apollo, SunTzu, Great Wall, Eiffel
Units: 69 Engineers (3 None), 1 None Fanatic, 1 Partisan, 2 Alpine (1 None), 49 Riflemen (1 None), 8 Mech Inf., 5 Cavalry (2 None), 9 Armor, 1 Helicopter, 4 Stealth Bomber, 2 AEGIS, 2 Battleships, 2 Transports, 8 Spy, 22 Freight, 1 Explorer.
Russians: Destroyed by me
Celts: Destroyed by Zulu
Romans: Destroyed by Zulu
Celts: 6 cities, 42 tech, 493g; War with me & Spanish, allied with Zulu; Statue of Liberty.
Zulu: 11 cities, 68 tech, 1651g; Allied with Celts & Spanish, war with me; Great Library, Shakespeare, Suffrage
Vikings: Destroyed by me
Spanish: 17 cities, 59 tech, 2585g; War with me & Celts, allied with Zulu; Lighthouse
Greeks: Destroyed by me
Mongols: 1 cities, 87 tech, 334g;
 
+1850 to 1904 report. A period of total world domination and pushing future techs to the limit.

Zulu were finished off in 1868. When they discovered Mobile Warfare in 1853, I expected a big war with lots of casualties on my hand. But it did not happen. They did produce some tanks but too few and too late. I would have destroyed them sooner if it was not for the fact that they had 3 cities in the vertical portion of their land and nothing in between there and their mainland.

Celts started attacking me while I was fighting with Zulu. They were next and were finished off pretty quickly by 1873.

Meanwhile low level warfare was on and off with the Spanish. At some point they even landed a tank on the right wing of the butterfly. My air force locked it in place. Two bombers were taking turn, each blocking it one turn. Eventually it was taken out before it could do any harm. This was very scary as most of my cities were only lightly defended and inner ones had no defence at all.

After the take over of the Zulu mainland I sent my small army (never had more than 10 tanks, a few aircraft, and less than 10 naval units) to Spain leaving only a few military units (accompanied by well funded spies) to finish off the Zulu and the Celts.

Spanish started Manhattan project in 1866. I sent a spy over to sabotage it, but it got there too late. They finished it in 1872; much faster than I expected. Fortunately, I had enough in the treasury to rush SDI in all the cities within their range. They did make quite a few nukes but never used any.

In 1875 and then again in 1876 I bribe a small Spanish city to get a foot hold on their home land. In 1877 they sneak attack razing one of those cities and killing severl of my military units. My invasion force was waiting just off their coast at this point. It immediately lands and attacks Madrid. The combination of City Walls and many good quality defenders proves too much for my one transport load of an invasion force. The take over of Madrid fails. The two spies that are part of the invasion force quickly explore all major Spanish cities.

Thanks to enormous amounts of trade, my treasury is huge (nearly 20K). I can afford to bribe two major Spanish cities. I pick the ones with most supported military units and bribe them for 5030 and 5610.

Next turn, the Spanish finish off what was left of my invasion force and then the senate hands them a cease fire! The bribed cities have plenty of defenders and more attackers are on their way.

Then something unusual happened. Unlike other rivals in this game, who would sneak attack and start a war soon after any cease fire, the Spanish did not. My new invasion force arrived and sat idle. My spies were meanwhile very busy subverting the remaining Spanish cities. By 1881 there was only Madrid left.

Amazingly the Spanish remained peaceful throughout the rest of the game. They switched to Democracy and not once attacked me. I was happy having Madrid as a trading partner and made several thousands from it every turn.

From this point on it was expansion in the remaining lands and pushing Future Techs. I was producing 1.3 to 1.5 times the tech cost every turn and getting 0.5 to 0.7 of the tech cost from trade. This allowed me to get two future techs per turn. Research cost reached as high as 25K. My empire produced as much as 33K at 70% science.

I had read that around future tech 168 things change and research cost reverts back to what it was at the beginning of the game. Indeed this happened with future tech 171 (the difference of 3 is the number of techs we started the game with). Instead of the usual two techs per turn I got 56!

Full Space ship was launched in 1893 and arrived in 1904. At some point the Spanish made a feeble attempt at the Space race but abandoned it soon after.

This was the first time and may very well be the last time I pushed a game this far.
 
Ali, please, go see a doctor. I think you might be very ill.
 
Good point mr. Y. I was thinking along the same lines during the past 2-3 weeks that my life was consumed by this game. Per turn time approached 2 hours near the end. Insane by any standard.

Going to the doctor has to wait though; as I am hecticly trying to catch up with life and all the things I have postponed.
 
I fail to see what the problem is - Civ II taking over your life?? And the problem is...????

Somewhat more seriously, Ali, if you make such a beautiful map, you are morally obliged to live in it for an appropriate time, which in this case was 2 hours per turn. Congratulations!!
 
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