GOTM61 First Spoiler

civ_steve

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GOTM 61 - first spoiler



Spoiler 1 is now open! How did the Iroquois expansion and search for resources go? Make many friends? Enemies? Did your Mounted Warriors carry the battle or get carried off the battle? :)


Reading Requirements:

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Posting restrictions

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Predator, conquest

civ_steve said:
How did the Iroquois expansion and search for resources go?

Quite fine, thanks! Went north, set up a six-turn combo factory, later four-turn, built four cities in RCP3 including one in the middle of the upper peninsula for the Forbidden Palace (built in 750 BC). More cities to fill up the first core within a radius of 5 around the FP and then a chain of towns towards the horses and the action. Lots of workers needed, used the second cattle tile for a warrior-worker factory.

civ_steve said:
Make many friends?

Well, the Aztecs in 1275 BC, who apparently sold our contact to Germany, Arabia and Egypt. The rest in 925 BC with the discovery of Monarchy, which gave us all contacts, all maps, all the technologies and almost all the gold available.

My own research went The Wheel, Warrior Code, Horseback Riding, Ceremonial Burial, Bronze Working from Hut, Mysticism, Polytheism, Monarchy, Currency (traded before completion), period.

civ_steve said:
Enemies? Did your Mounted Warriors carry the battle or get carried off the battle?

None of either. Learned Currency in 775 BC and entered the Middle Ages without even connecting the Horses. Let's see in the next spoiler how the Iroquois conquered the world.

Have submitted a result for the Quick Start Challenge:

11 cities (one from Hut)
27 citizens
4 contacts
1 settler
12 workers
15 warriors
9 archers
2 spearmen
8 technologies
 
Another slow QSC for me. Built my capital sw along the river, and founded 5 towns at ring 4. My scouts kept getting killed by barbs. I finally got lucky and sailed a galley halfway around the world thru open sea to find other contacts. I built the Colossus in one of my coastal towns to get the GA. It's likely I'll never build a mounted warrior. Finally entered the MA in 170.
 
going for domination for the first time.

did almost the same setup as Più Freddo. after finding out that the horse is all the way to the south, i made it a priority to get many workers and settlers along the way to get it connected. a few turns before that happend, i met Aztec and quickly got the contacts of almost everyone. started war among them immediately - Zulu vs Aztec, Egypt vs Arab, India/France vs Germany, China vs Korea. it surprised me that AI were all so willing to go to war. there were even a few cases they would give me gold to go to war.
so the whole world was in a big war, me probably being the only one not seeing action.

with the advent of MW, my journal to dominatin started. by then i already became a Monarch and the great light house was almost built (so that i could attack Arab without going through the vast lands between us. i'm sure that we can cross without the lighthouse if we ship chain. but i could never do ship-chain well...).

i shut down research after Monarch for good. Aztec conveniently built the GL for me. :)
so it's war war war from here on and getting a few settlers once in a while until the end of the game, which happened 4 techs into the middle age...
gotm61.JPG
 
Predator with pottery but no Ceremonial Burial(?)

This is a very exciting map and rare. For a while I thought we were on an isle but things were better than this.

I found both cows before I settled and so had a quick 4-turn settler factory running from what I think was size 3.5 to 5.5. The only thing I built before granary was another scout.

One of the scouts made it to the barb camp on the bottleneck tile, but not further (for obvious reasons) and the scout was killed. A lone warrior was then sent back to this horrid area and fortified on the mountain where he sat patiently. A jaguar warrior was spotted pretty soon (not sure when, but I remember trading four first layer techs. The warrior beat the barbs eventually and blocked the bottle until I had the means to settle the area around the horses.

I don't know when I met the other civs, but I know I had WM in 1675 BC. The Aztecs sold my contact rather quickly.

My first 2 Mounted Warriors were built in the year 1000 BC. They set off towards the Aztecs. I also built a galley (yes, "a" galley; unlike Ionimplant I'm utterly fed up with these vessels) which soon became elite and ruled the seas.

I entered the Middle Ages in 925 BC following max research on The Republic which also netted me Engineering. I think one civ popped Polytheism which was good for global development.

I'm planning to flip my palace to the area northwest of the horses. In this map (1000 BC) I have RCP 5 figured out but there are so many barbs so it will be a while.
 

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Predator class, going for conquest.

I settled northwest of the start, although I took the scenic route getting there – my first move the settler went southwest, but after my scout saw the cows on turn 2, my settler did an about-face and headed back north. The capital built 1 scout, then a granary, a settler, a worker, a warrior, 2 more workers, then 4-turn settlers with the first completing in 2230 BC. The settler pump kept going until I had RCP 3 and 6 complete, and extra towns to claim the ivory, iron, dyes, and horses – once I had those towns, I went all-out on military and built no more settlers from the core the rest of the game.

My second town was founded by the second cow and operated as a 5-turn wealth + worker factory. All other towns built workers as necessary, then nothing but military (except the Forbidden Palace).

Research went The Wheel, Alphabet, and Writing at maximum, then a 40-turn run on Literature. I met the Aztecs when they cleared the choke in 1910 BC, and they traded my contact around pretty freely. I picked up all other Ancient Age techs via trade or extortion to enter the Middle Ages in 750 BC still as a despot since no other governments were known.

I wasted no time starting wars. In 1100 BC, we already had this mess (and the 2 civs not pictured were involved also):



Many of those alliances were tied to renegotiated peace treaties so I eventually got declared on quite regularly. I don’t think I’ve ever had my people love me that much for making everyone attack us although it probably helped that I didn’t fight a single battle in any wars in the Ancient Age.

QSC:

12 towns
25 citizens
1 settler
18 native workers
1 slave
6 warriors
10 archers

1000 BC:

 
Open Class, Going for 20K.

This is the first time I have ever gone for a 20K win. So feel free to point out my errors.


Opening move: Scout went South then West. The worker went NE and saw a cow. At this point I moved the settle North. The next turn 3950BC Founders City is founded. Much to my delight I see a second cow and a whale. This is my 20K city.

My first order of duty was to irrigate the cows then go back and build roads. I’m building a temple in Founders City. 3450BC second cow is irrigated just in time for expansion and our temple is complete. We start a settle for the second city.

After learning “Bronze Working” in 3150BC the same turn my settler is read to head off all alone The Colossus is started. I think The Colossus may start a golden age so as some as I get “Masonry” I’ll switch to The Pyramids. In 2510BC the switch was ready but I wait a few turns to do it.

2950BC Second City founded. The plan for now is warrior then worker. This cycle is 10 turns. The first 2 warriors go straight to Founders City for military police. The first 2 workers were added to Founders City for fast growth.

I know little of the land layout as my scout died by the chock point in 3500BC.

1625BC Pyramids in Founders City start Colossus.

1325BC The Colossus finishes and starts the GA with only 2 cities. (13 culture per turn). We learn Writing study Literature.

1200 I’m trying to slow shields in Founders City to prebuild Great Lib. 3rd city (Gem Mine) is founded this will add gems as soon as I can road them. Worker head to mountains for mines and roads in Founders City.

1175BC sell barracks and switch to rebuild them this is a prebuild ploy for Great Lib. I’ll have “Literature” in 3 turn and Barracks in 3 so via the big picture I can change it.

1000BC Stats:
1 city
2 towns
14 population
2 workers
5 warriors

In Founders City I have:
Temple.
The Pyramids.
The Colossus.
Palace.
Granary (from The Pyramids).
13 culture/turn for a total of 520.
24 shields/turn with 1 going to corruption.
24 food/turn with 2 going for growth. Size 12 in 3 turns.

I’m 12 turns from the Great Lib. and 8 turns from Map Making. I’m also in my GA.

Founders City growth time line.
3950BC size 1
3150BC size 2 after settler
2950BC size 3
2750BC size 4
2590BC size 5
2430BC size 6
2310BC size 7 after worker joins
2030BC size 8
1675BC size 9
1600BC size 10 after worker joins
1425BC size 11
925BC size 12

Our GA ends in 850BC.

690BC we get The Great Lib. 19 culture/turn. Second city makes a settler. This will only be our 4th city. I start The Great Lighthouse. Due in 15 turns.

630BC founded Gem Stone (4th city). Gems are hooked up.

IBT 610 I meet Aztecs and they sell me to 5 other civs. We are way behind in techs, but we have The Great Lib. so next turn hold on to your hats I’ll tech up.

590 BC we learn every AA tech less the following 4: Currency, Construction, Republic, Monarchy.

570 BC I pickup Construction via The Great Lib.

410 BC I pickup Currency via The Great Lib.


AA Stats:

Year 410 BC

1 city
3 towns
19 population
1 settler
4 workers
6 warriors
1 archer

In Founders City I have:
Temple.
The Pyramids.
The Colossus.
The Great Lib.
Palace.
Granary (from The Pyramids).
23 culture/turn for a total of 1009.
21 shields/turn with 1 going to corruption.
24 food/turn with 0 going for growth at Size 12.

I’m 1 turn fromThe Great Lighthouse and Science is set to 0%.
 

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Open Class, Going for 20K.

This is the first time I have ever gone for a 20K win. So feel free to point out my errors.
In Founders City I have:
Temple.
The Pyramids.
The Colossus.
The Great Lib.
Palace.
Granary (from The Pyramids).
23 culture/turn for a total of 1009.
21 shields/turn with 1 going to corruption.
24 food/turn with 0 going for growth at Size 12.

I’m 1 turn fromThe Great Lighthouse and Science is set to 0%.

have you built the cheap library? if not, that's something you should have done as soon as you researched literature (sometimes after you finished the great library).
 
I waited on the library until I was in Republic so as to buy it in one turn.

I thought about building it before The Lighthouse but I was worried about missing a wonder.
 
In 20k games the some major keys to success are:

1. fast own research (at least a step faster than the AI :p)
2. slow AI research and wonder builds (by causing wars)
3. A productive 20k-town brought to size 12 in a hurry. (You did that)
4. Build your improvements in order of the best culture/shield relation.

In Ptw you also need to get some MGLs, so mount your warriors! :whip:

If you want it perfectly: Get a task force to disrupt any AI building important wonders.

Library: If you had timed two chops you'd only need two turns for the library even in despotism. :old:

Always list your cultural improvements with the build date in spoilers :rolleyes: :D
 
I settled N, then built a scout and a granary. The capital was quickly turned into a Warrior/Settler factory.

The scouts had some trouble avoiding the barbs but luckily none of them got killed. Probably the Aztecs were out barb-hunting in that area, too.

Even without exploring beyond the choke point (barb hut!) it became clear in the homelands grassland was rather scarce. The coastal area did not allow a graeter core.

Decision was made to settle the southern peninsula asap. Warriors and settlers were realily at hand, provided by the WSF. A place was choosen for the new capital and a double ring layout (4/7) was designed. The choce point was settled in advance.

bb-gotm61-1350bc.jpg

Layout of the new core in CivAssist, date: 1350BC

The Aztecs were the first civ to meet. They traded contact freely. The no-research strategy paid out as all needed techs could be obtained by trading.

A palace jump and the switch to Republic completed the setup. Some MW's were built to trigger the GA in early MA.

bb-gotm61-190bc.jpg

My core in 190BC

P.S. An exiting event happened when I actually got a city from the Aztecs by demand! I asked them for a city and the gave it to me! :crazyeye: Outstanding!
 
swordsman_small.gif

Seeking the combat with chamnix :rolleyes:


detailed QSC:
Spoiler :

4000
scout (s1) S (spots mountain chain) and E.
decide not to chop game but improve BG first - worker (wo1) NE. Holy cow!
settler N

3950
found Salamanca, start research on the wheel. We want MW! start building scout.
wo1 NE, s1 S. Quite a peninsula on our pangaea :ack:

3900
wo1 irrigate cow - growth rules. s1 2w

3850
s1 2W

3800
s1 2S

3750
s1 S-W - so much desert on the beach :(

IBT
Salamanca built scout s2. wo1 completes irrigation

3700 s2 SW-W. s1 S-S. wo1 road.

3650
s1 S-SE. s2 2W. Quite some coast for a pangaea...
Excel says, build a granary now and get it in 3050 at size 4.
luxury slider will suck - but...

3600
s2 2N. Dead end. s1 S-N. Also dead end :( Pangaea, heh?

3550
s2 2S. s1 N-W. wo1 NE.

3500
s2 2S. s1 W. wo1 mine cow#2.

3450
s2 2S. s1 2W.

3400
Salamanca size 3, lux to (0.9.1). s2 2S. s1 2S.

3350
s2 2W, spots barb camp. s1 2S, same. Where are the huts!?

3300
s2 W-S. s1 SE-E, ends NE of barb camp. We gamble...

3250
s2 NW-SW. s1 W-N.

3200
Salamanca size 4, lux to (0.8.2). s2 W-SW. s1 2N. wo1 road cow.

3150
s1 W-W, s2 2N.

IBT
Salamanca completes granary. Start settler.

3100
s1 NW-NW, s2 W-N.

IBT
Road completes in time, 8bpt to get 15 for TW in 2 turns.

3050
s1 N-NW, s2 2E. lux (1.7.2). wo1 S.

IBT
TW researched. Now WC to approach horses. Horses in sight - on RCP 23 :(

3000
Salamanca size 5, lux to (0.7.3). s2 2S. s1 2E. wo1 road BG.
It seems we need ships - Alphabet next. No we will not. WC next!!

2950
s1 SE-S, s2 2S.

IBT
Salamanca builds settler -> worker.

2900
settler E. s1 E-NE. s2 2E.

2850
s1 NE, s2 NE. wo1 mine BG. Settler 2SE

IBT
barb warrior kills s1. Salamanca builds worker (w2) -> settler.

2800
Niagara Falls founded 2E of start. (Mistake #1 - should have settled 2SW first)
w2 S. s2 N-E.

2750
Discover MM failure - settler factory out of sync :(

2710
s2 N-E - ends up next to barb warrior...

IBT
barb warrior kills s2.

2670
zzz

IBT
Salamanca builds settler -> settler.

2630
settler W. luc (2.7.1)

IBT
Niagara Falls builds warrior (wo1) -> warrior.

2590
wa1 2NW-W, MP in Salamanca. wo1 W. settler S.

IBT
WC researched. Now HBR.

2550
wr road BG. Settler S (Mistake #2 - should have gone SW).

2510
Grand River founded. Start warrior. w2 S. lux (0.8.2)

IBT
Salamanca builds settler -> settler.

2470
settler W. w2 road g. lux (1.9.0)

IBT
Niagara Falls builds warrior (wa2) -> barracks.

2430
w2 mine BG. Settler W. wa2 2NW-W, MP in Salamanca.

2390
found Allegheny 2W-N of start.

IBT
Grand River builds warrior (wa3)

2350
wa3 SW on gem mount, N of barb camp.

IBT
Salamanca builds settler (se1) -> settler.

2310
Se1 S. wa3 S, kills 2/2 barb, takes camp.


2270
se1 S-W-SW. wa3 W. lux (1.9.0), HBR in 2 turns.

2230
se1 S. wa3 S.

IBT
HBR researched. Now Alpha. Guess we could need MM...

2190
wo1 NE-N. se1 S. wa3 W, kills barb (-> 2/3). lux (0.9.1)

IBT
Salamanca builds settler (se2) -> settler.

2150
se2 W. wo1 road g. se1 W, wa3 S. lux (0.10.0)

2110
wo2 W-SW on gems. se1 S, se2 W. wa3 rest. Niagara gets i-cow to grow (9 shields to barracks, 4spt, 4 food missing at 2fpt - it won't get shield on growth with 2fpt. - with cow we get forrest on growth (=5s), 4 spt next turn = 9 shields in two turns.). Salamanca gets a turn delay in growth to resync the factory to 3.0-5.0 (now 3.5-5.5).

2070
wo2 road gems. wo3 SW. se1 W. wa3 S. se2 W.

IBT
Niagara barracks --> archer.

2030
wo3 irrigate plains. wo1 mine grass. se1 S. wa3 W. se2 W. wa2 to Niagara for MP.

IBT
Salamanca settler (se3) -> worker. Allegheny worker (wo4) -> barracks

1990
se3 S. wo4 S. wa3 W,se1 W.
Cattaraugus founded 4W-N of start. build worker. Allegheny works coast to get +2bpt, Alpha in 2 turns.

1950
wo4 road plain. se1 W, wa3 W. se3 S-W-SW.

IBT
barb loses to wa3 (-> 2/3). Alphabet researched, now Writing. Salamanca worker (wo5) -> warrior

1910
wo5 SW. wa3 fortify.

IBT
Niagara archer (a1) -> warrior

1870
a1 NW-W-SW. wo5 irrigate plains. se3 S. (se1, wa3) S.

IBT
Salamanca warrior (wa4) -> worker.

1830
a1 S-W-SW. wo4 S. se3 W. (se1, wa3) S.

IBT
Grand River barracks -> archer

1790
a1 W. wo4 start chop forrest. wo1 2S. se3 S. (se1, wa3) S.

1750
a1 SW. wo1 mine grass. se3 W. (se1, wa3) S.

IBT
gems connected.

1725
a1 S. wo2 W. wo5 road plains. se3 S. (se1, wa3) S.

IBT
barb horse loses to wa3 (-> 3/4). Salamanca settler (se4) -> settler. Niagara archer (a2) -> archer.

1700
a1 S. a2 NW-W-SW. wo2 road plains. se3 W. se4 S. (se1, wa3) S, wa3 kills barb horse.

IBT
Cattaraugus worker (wo6) -> worker.

1675
wa3 fortify. (se4, a2) S-W-SW. wo6 E. Oil Springs founded NE of Ivory.

IBT barb horse loses to wa3 (-> 1/4). Grand River archer (a3) -> worker)

1650 a3 SW-W. (se4, a2) W. a1 W. wo5 S. wo6 road grass. (se1, wa3) SW, wa3 kills barb (-> 1/4).

IBT barb horse loses to wa3.


1625 (se1, wa3) S, wa3 clears barb camp (-> 2/4). a1 SW. wo2 SW. (a2, a3, se4) S. wo5 start chop.

IBT
Writing researched. Now Map Making. Salamanca settler (se5) -> settler. Niagara arahcer (a4) -> archer. Grand River worker (wo7) -> warrior.

1600
a1 S. (a2, a3, se4) S. wo2 road plains. wo7 SW-W-SW. wo1 road. se5 S
Tonawanda founded SE of horses.

1575
(a2, a3, se4) W. a1 W, kills barb. (a4, se5) S-W-SW. wo7 road (assist wo2). wo6 SW.

1550
wo6 road BG. a1 W. (a4 se5) W-SW-S. wo7 N. wo2 S. (a2, a3, se4) S.

IBT
chop to Grand River, archer (a5) -> archer.

1525
a5 SW-W-S. wo2 road, wo7 road. Settler factory out of sync (4fpt) :(
wo1 NW-N. (a4 se5) S. (a2, a3, se4) S. a1 N. wo4 road.

IBT
Salamanca settler (se6) -> worker. Niagara archer (a6) -> archer.

1500
a6 2W-S. a5 S. (a4 se5) S. a3 S. (a2 se4) W. a1 NW, clears barb camp (-> 3/4). se6 S. wo1 start chop. wa3 N.

IBT
barb loses to wa3 (-> 2/4).

1475
a6 W-SW-W. a5 S. (a4 se5) W. a3 S. (a2 se4) S. a1 SW, kills barb horse. wo6 mine BG. se S-W-SW. wa3 rest.

IBT
Salamanca worker (wo8) -> worker. Cattaraugus worker (wo9) -> worker.

1450
a6 SW-2S. a5 W. (a4 se5) S. (a2 se4) SW, a2 kills barb. wo2 S. wo4 E-SE. wo7 3S. wo9 S (by misclick). se6 W-SW-S. wo8 SW-W. wa3 loses to barb horse. a3 S. a1 W.

IBT
Niagara archer (a7) -> archer.

1425
a7 2W-S. wo2 S. a5 S. a6 S. (a4 se5) W. (a2 se4) SW. a3 N. a1 S, kills barb (-> 2/4). wo7 road plain. se6 S. wo4 road grass. wo8 chop (assist wo5) - cancel command, chop would come a turn too early...). wo9 road.

IBT
Salamanca worker (wo10) -> settler. Allegheny barracks -> archer. Grand River archer (a8) -> archer.

1400
a8 2W-S. a7 3W. a6 W. a5 W. (a4 se5) W. (a2 se4) SW. a3 W. a1 rest. wo2 road plains. se6 S. wo8 chop. wo5 irrigate. wo10 SW-S.

1375
found Mauch Chunk between Ivory and horses.
a2 SW. a1 S. a8 2S, a7 3S. se6 W. (a4 se5) W. a5 W. a6 S. a3 W.

IBT
Grand River archer (a9) -> archer. Niagara archer (a10) -> settler (galley prebuild). Tonawanda warrior (wa4) -> worker.

1350
a10 2W-S. a1 S. se6 SW. (a4 se5) W. (wo7, a7, a8) S. wo4 mine. wo9 E. wa4 fortify. a2 S. a3 SW. a5 W. a6 S. a9 2W-S.

1325
wo10 irrigate plains. a2 NW, kills barb horse. a3 SW, kills barb. a1 SE. (a4 se5) SW. a5 NW. a9 3S. a10 3W. (wo5, wo8) SW-W-irrigate. wo9 road. wo6 NW-N. (wo2, wo7, a7, a8) SW. a6 W. se6 W.

IBT
barb suicides on a1.

1300
wo7 road desert. (wo2, a7, a8) W. a9 SW. a6 W. a1 SE, clears barb camp (-> 1/4). (a4 se5) S. a5 N. a10 3S. wo6 road wheat. wo10 S, mine (assist wo4). se6 W. a3 S. a2 S.

IBT
Map Making. Now CoL. Salamanca settler (se7) -> galley. Cattaraugus worker (wo11)-> worker.

1275
a10 S-SW. a9 W. (wo2, a7, a8) W. a6 S. a3 S. a1 S. a2 S. (a4 se5) S. a5 W. se6 S. (wo5, wo8) N-irrigate. wo11 E-mine. se7 S.

IBT
barb loses to a2. Allegheny archer (a11) -> galley. Grand River archer (a12) -> archer

1250
a12 SW-S. a11 W-2S. a10 W. a9 W. (a7, a8) W. a5 N. se5 found St. RegisS of Dyes. a4 W. a1 S. a2 S. a3 S. a6 SW. se6 S. wo2 road Ivory. (wo4, wo10) NE-E. se7 3SW. wo1 mine grass. wo9 NW-N. wa4 S.

IBT
Niagara Falls galley (g1) -> galley.

1225
a12 SW. a11 3S. a9 S. a10 S. a7 S. a8 W. a5 S. a4 N. a6 S. a3 S. a1 E. a2 SE. wa4 S, spots a hut!! se6 S. wo7 2W. se7 W-SW-W. (wo5, wo8) W-irrigate. wo9 mine. wo6 S-E-mine (assist wo11). g1 SE-S-SW. (wo4, wo10) mine.

IBT Salamanca galley (g2) -> settler.

1200
g1 S-SW-W. a12 SE (aboard g1). a11 S-SW-W. a7 S. a9 S. a10 S. a8 W, kills barb. a5 W. a4 W. a6 S. a1 S. (a2, a3) S. wa4 W. se6 S. wo7 road Ivory. se7 founds Centralia on desert 4W-2S of start. g2 N-2W. wo2 SE.

1175
a5 W. a8 W, clears barb camp (-> 2/4). a7 S. a9 W. a10 W. a11 E-S. a6 S. a1 rest. (a2, a3) S. wa4 W, pops hut, gets CB. g1 2S-NW. g2 2N-W. (wo6, wo11) S-W-irrigate, (wo5, wo8) W-irrigate. a4 E. wo2 road. wo7 SW. se6 S.

1150
a11 S. a10 E. a9 S, a7 S, a6 S. a3 S. a2 E. a2 E, a4 E, a5 E.
g1 3E, spots shores. wo4 road. wo10 E. (wo8, wo6) 2N-irrigate wheat. (wo5, wo11) E-S-irrigate. g2 NW-W-S. wo7 road plain (assist wo2). wa4 S. se6 S

IBT
barb loses to a10. two barb galleys lose to g2 (-> 3/4).
Grand River archer (a13) -> archer. Mauch Chunk worker (wo12) -> settler.

1125
wo12 W. (wo2, wo7) S. g2 W-2S. g1 2E-SE, spots horse island but also Arabian borders!! a7 S, a9 S. a10 SE, kills barb horse. a11 S. a12 N. a13 2W-S. a5 E. a4 NW. (a1, a6) S. a2 E. a3 S. wa4 S. se6 W. wo10 chop forest.

IBT
Salamanca settler -> settler. Niagara galley (g3) -> galley.

1100
a11 SE, clears barb camp. Still not a single promotion on barbs...
end recording archer and worker moves...
g1 meets Arabs. They know every other civs and all techs :eek:

1075
meet the aztecs south of us. They lack MM. Sell it for map, 23g. pop masonry from a hut. Embassies in Mekka, Tenochtitlan.
F3-crash - reload from autosave and replay.
Akwesasne founded near horses.
Pop BW this time.

IBT
develop CoL. Someone traded my contact around except for the French. All still in the AT.

1050
Our world map is worth a tech... Decide to sell it to catch up.
Buy Mas, contact to French for CoL, 17g from Aztecs.
Maths, map for wm + 15g from China.
IW, map for wm + 12g from India.
Philo, 17g for wm from Aztecs.
Lit, map for wm + 4g from Germans.
Mys, map, 8g for wm from Egypt.
map, 39g for wm from Arabs.
map, 52g for wm from Korea.
map, 19g for wm from France.
map, 59g (after gifting 45) for wm from Zulus.
Tyendenaga founded E-3S of Salamanca.

IBT
barb galley loses to our galley.

1025
move archers south. Prepare an attack on Aztecs.

1000
Embassy in Thebes - Iron and horses. Egypt and Arabs are strongest... two reg spears, a library.


QSC Stats
12 towns. Pop 28.
all contacts, 4 embassies.
All AT techs but Curr & Cons, Poly, Mon and Rep.
1 settler, 14 workers.
4 reg warriors, 14 vet archers. 2 galleys.
Gems, Ivory connected, horses in 3 turns :bounce:
Iron could in 12 turns - but we won't need it too soon.


975
Korea has developed Currency. We better make sure to clear all local barb camps before starting the trading round...


875
horses connected to core. switch to MW. All barb camps cleared.

Trades to reach MA and ignite wars
Spoiler :
Buy Currency from Korea for 7gpt, 309g, wm.
Buy Construction, 5g from China for 3gpt, curr, wm
Sell Cons to Korea for 272g.
Buy Poly, 60g (gifted before) from Zulus for Cons. We reach Middle Ages. No barbs around :shifty:

Now we need a little war here and there. :evil:
Sell Cons to Aztecs for wm, 10g. Dow Aztecs.
embassy in Berlin [size 6] - TGL in 22, Iron, 2 reg spears.
embassy in Beijing [6] - Pyra in 28, Iron, horses, spices, 2 reg spears.
embassy in Seoul [5] - Pyra in 33, Ivory, 3 reg spears.
embassy in Delhi [2] - settler in 26, horses, incense, 2 reg spears.

Sell curr to Arabs for 105g, wm. Dow Arabs.
Sell cons to India for worker, MP vs. Arabs, 12g, wm, rop.
Curr, wm to Egypt for MP vs. Arabs, 27g, wm, rop.
Curr to Zulu for MP vs. Aztecs.
Poly to France for 18g. Dow France.
Poly to Korea for 62g, rop, MP vs. Arabs, France, Aztecs. Their free tech is Mono.
get 17g from China for rop.
Germany gives 21g, MP vs. Arabs, Aztecs, France for rop :D


Start research on Mono @min. :wallbash:

Our Mounties shall conquer the world... :hammer:
 
A Civ3 Legend
I start by sending the scout east, and immediately find two moos. And look at all these beegees! What we have here is that rarest of beasts, the four-turn axe/settler combo factory. I've never made one before, so I'm not about to pass up this opportunity. Capitol is founded 1N. Research is The Wheel of course, and my first build is an axe. I can fit two units in before the granary, and to begin with it looks like I might be on an island, in which case scouts are no use.

Not An Island
Soon enough I discover that this is a peninsula, so the second unit is a scout. My local luxury is gems, and I have a somewhat restricted spread of land for my core; enough good grasslands for a ring of towns around the capital, another food bouns in the west, but the mountains and deserts all seem to be very inconvenient. I choose a slightly roomy arrangement of two towns at RCP3 (due SE and due SW) and then a loose ring along the western coast.

The Key Resource
I get Wheel in 3000bc and as expected I see no horses in my vicinity. But only a turn later my scout reaches the southern chokepoint and finds the horse, with its barbarian guard. I try to prioritise roading and settling down towards the choke, but get rather distracted filling out and improving the core. I hook the ivory with my 9th town in 1350bc, then the dyes in 1175bc, and it is only in 1000bc that I get past the barbs, putting a town on the southern side of the choke.

QSC Stats
11 towns with 26 citizens and 134 tiles.
81 food in the bin, 253 shields in the box, 76g in the treasury.
1 granary, 2 barracks.
4 settlers, 9 workers, 2 scouts, 10 axes (9 reg, 1 elite), 3 archers (2 vet, 1 elite), 2 galleys (reg).
Masonry, Alphabet, Pots, Wheel, War Code, Writing, Philosophy, Mapping, 130 beakers of Maths.
No contacts, no embassies.

Overdue Contact
So now that I am past the choke, I finally meet my first neighbour. It is Monty, and I get the contact in 950bc. The next turn, the barb uprisings kick off. That's two games in a row that the AI have gone medieval in the 10th century bc without any input from me! I'm way behind, don't even have braves yet, and their window of opportunity is fading fast.

Playing Catch Up
Well, there's not much to be done about that except hope the AI stall at the start of the new age. For one thing, the barbs should keep them busy. I have two barb camps spewing horses, but I just throw down a couple of settlers and let the horsemen party unopposed. Meanwhile, Monty sells my contact to Shaka, Mao and Abu. This brings tech costs down and I can use a mixture of purchasing and full-steam research to tech up quickly.

To The Medieval
By 690bc I have been introduced to everyone bar Wang. I buy Polytheism from India, and find that, as I had hoped, not everyone has Monarchy. Eight turns later I finish researching it and call up Mao, from who I get Laws, Currency and Literature. Gandhi gives me Construction, and I have reached the medieval. I immediately switch to Monarchy. Also this turn, Monty builds the Pyramids for me :)
 

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