GOTM75 - First Spoiler

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GOTM 75 - first spoiler, the Ancient Age




Reading Requirements:

  1. Must be able to research a Middle Ages Technology.

Posting restrictions

  1. Please be discreet with discussions regarding locations of the other civs, especially screenshots. Discussion of dates for contact and trades are OK.
  2. Do not include your minimap in any screenshots!
  3. No discussion of middle-ages (or later).
  4. AS ALWAYS, do not post Spoiler information for ANY other 'X'OTM contest.


Your island is not very big; how have you used it to greatest use and what are your plans (if any) for getting more space? How have your initial contacts gone? Any real warfare? And how do you plan to go forward with your game?
 
Predator - going for conquest.

Settled between gold hill and wheat.
Science bee-line map making (what else :)).

MM achieved in1325BC.
Contact with nearby island in 1200BC. Was surprised that all had MM and literature (which I was researching).
So I could catch up in science only with philosophy (1100BC).

Contact with the rest in 1000BC. Now these guys were nicely behind in tech as one would expect.
Phony war diplomacy started in this turn also.

1000BC empire:
klarius_g75_1.jpg


Entered MA in 775BC by buying construction (one turn after I finished currency :cool:). Still no government tech around so continued with republic.
No war action until now, but the phony war with India gave already a city in the peace treaty.
Final research goal is invention and chivalry, then :hammer:.
 
Hi everyone, I'm new here but I've been playing quite a while. I just got C3C for xmas (actually civ chronicles) so I started playing again.

This is my first xOTM game, so I'm not positive I'm doing everything right. I've read though most of the threads with directions, and I'm not reloading anything, so I think I'm okay. Forgive me though if I do wrong :) . I don't use strange exploits, just because I'm playing for fun more than score.

Now for the game:
I'm finding this fun, as I usually play pangaea or large continent maps, and always feel bad for the one civ stuck on a small island. This is also only my 3rd or 4th Monarch game, after playing for quite some time on Regent. I started up an Emperor game and was doing fine but was irritated at the AI bonuses, so I let that die in the MA.

(playing open-class)
I sent my scout W, N to check out what looked like a nice valley, and settled on the gold hill. Scout continued down S peninsula, then SE and NE before going NW, so it was a while before I sighted land. I made a beeline for MM, discovering it ~1500 bc. By that time I had 8 total cities on main island. I mistimed a pre-build, so it was another 3-4 turns before I had a galley out on the sea. I picked up some troops on my NW peninsula and landed N-N-NW of peninsula. (I am assuming the directions aren't too revealing for land we can see from home island. I won't use them for other discoveries.) I met India and sighted Russia, but couldn't contact Russia. India was approx. 3 techs ahead, so trading cost me. I got their territory map & contact w/ Russia for my WM and GP. Russia was also a few techs ahead, and offered me contact w/Arabia for an exorbitant price. I passed, and on the interturn Arabia contacted me. Russia must've passed my name along. Arabia was also ahead in tech.

I founded a city at my landing site, a bit cramped in by Russia. I didn't plan on that being a problem for long though. Loaded up with archers from my mainland in prep for invasion. Within 2-3 turns of meeting Russia, I sent out a second galley exploring, and survived the brutal seas to meet Greece. At the start of this turn, I had only the starting techs plus Alphabet, Writing, and MM. I had 100 gold and contact w/India, Russia, and Arabia. I did some of my best trading, and came away with 9 techs, contacts with all other rivals, maps of most of the known world, and >300 GP. I was feeling quite good about myself.

I founded a second city W of main peninsula, to pick up lux. there, between Russia and India. At this point I got a little over-cautious, and I think this is where I started to stall. I brought over a few swords and more archers, to make sure I could expand my holdings, and probably could've done better with less military + 1 settler. I declared against Russia in 590BC, and moved my troops in. They apparently whipped to get another spear, bringing my intended target's size down to 1. I didn't want to conquer a town just to have it destroyed, so I sent my stack on to Moscow. Moscow fell easily, as my second wave took out the now size 2 coastal city. Sued for peace and got Kiev (mired in jungle for now) and Odessa, to far out to be useful right now. War ended 210BC. I'm looking good for expansion purposes, but stalled in tech. Many other civs have Construction, but no one willing to trade.

Within a few years it becomes obvious that I'm falling considerably behind. Other civs are piling up wonders, while I get stuck with a VERY expensive library (140+ shields lost). No one has any gov't techs, so I've been researching Rep. in hopes it'll be worth something. When I finally get Rep, all other civs get it the turn before, plus now they all have Monarchy, and most are in MA. I'm still lacking Currency and Construction. Switch to Rep. but get stuck with 8 turn anarchy! Damn. Use the time to invade Russia again, the turn after peace expires. I take out St. Pete's and Minsk, leaving Catherine with 3 widely separated cities, of which I get one and a tech for peace.

I finally hit MA in 300AD, my worst MA date in months and months. I'm still behind in tech, but headed for good times militarily. If I can get Germany to help, I may take a bite out of Abu Bakr next, otherwise I'll head south. Egypt threatened me and declared against me when I resisted, but from her location she's not a threat. Just as I hit MA I got her to give me 100 GP for peace, a nice economic boost.

I'm not quite sure how to work having my major cities so disconnected, this'll be a first for me. I've got a FP in the works in ex-russian territory, but it'll be ages before it finishes. No leaders yet either, which would've helped a lot.

Good luck to all, and nice to be part of the group! Let me know if I've been too explicit, or anything else I need to know to play along.
 
Another GOTM rookie here, and I echo the "hope I didn't screw things up" comments above--though I've read through a few previous ones of these so I think I've got the hang of it.

I usually muck about on Warlord level because at heart I'm not sure I really want a challenge, so I decided that the Conquest class save might be a wise move. I also bought Civ 3 Complete for this after finding the web site, so I'd never played the Vikings before. I look forward to comments about how suckily I play.

I built my first city 1S of the starting location, on the coast, with plans to irrigate the nearby plains and cow. The bonus galley set out clockwise along the coast, quickly discovering the nearby landmass. My scout was done with the starting island without too much trouble, so he hopped the galley to explore while the galley continued on for a bit. Quickly spotted Russian and Indian units, and traded for Bronze Working and Ceremonial Burial. Meanwhile, galley had found one other island and spotted a fourth, and returned home to start ferrying across to the mainland. A warrior popped a goody hut and got a free worker. That was nice. I brought one of my early settlers onto the island, Bjoergvin setting up shop near the end of the peninsula.

Had a spot of barbarian trouble early on; they managed to steal some gold from Oslo before I was able to get a warrior up there (my general early plan was to try to expand as quickly as possible).

Met the Germans in 1700 BC. They were nice. They really wanted writing (and 3 gpt), but they gave me Wheel, Iron Working, Masonry, and Mysticism for it. That seemed fair to me!

800 BC bought Mapmaking and world map from Indians for cash. Also agreed to right of passage. Which was fine since they weren't really coming to visit me anyway.

I think I hit the Middle Ages in 330 BC, when I popped Polytheism from a goody hut (those have been kind to me so far). I didn't actually note exactly when I got Construction or Currency, so it may be a bit off. At any rate, here's a screen shot of the starting island from 90 BC. I also have four cities which are not on this screen shot because they aren't on the starting island and I don't want to give anything away.

 
swordsman_small.gif

Predator, going for a Diplomatic victory.

My first move was worker N, followed by settler N and scout SWx2; Nidaros was founded on the golden hill, with the worker sent to bring fresh water to the wheat NWx2 and the scout, well, scouting :D

Although costly in terms of worker actions (the tile in the middle had to be turned to mine later), getting the wheat to 4 fpt ASAP had its obvious benefits: first, Nidaros could grow faster, and second, the gem mountain could be exploited properly while mantaining a 5-turns growth once a granary was built.

The initial build order was quite unusual but perfectly in touch with an opening strategy that required a big amount of workforce from the very start. Here it is: worker -> settler -> settler -> worker -> settler -> granary.

Cities were placed at RCP 3; the 2nd city trained immediately a warrior, followed by a worker and a second warrior; although the island turned out to be void of immediate threats, a barb camp could always pop out... as it actually did later in the game, but i was prepared to face it.

Research was the usual beeline to Map Making, actually a no-brainer this time. Map Making was available in 1350BC and in the same turn we had 2 galleys ready to explore the world, each of it equipped with a warrior and a scout to (hopefully) fight off barbs and find goody huts. The first target was the landmass NW already visible from the continent, and there we met our first foreign civ.

In 1300 BC we met India. But it was the successive turn (1275) to be really crucial in regard of game advancement. With a 3rd galley soon to be built, i carelessly had sent galley 2 in a suicide trip eastward, not remembering that it had valuable units loaded into it! But what could have been a half disaster turned out to be a bless, as the galley survived, reached secure waters and went in touch with Greece.

In the same turn we got contact with India's neighbour: Russia, and at this point i realized that none of the known AS had knowledge of Map Making. I was so sure to be completely backwards that after MM i zeroed research in order to amass a few money and be able to buy my way to tech parity, so imagine my surprise.

Moreover, the contacts report could be summed up that way:
- all the civs in group 1 know each other;
- all the civs in group 2 know each other;
- ...but group 1 and group 2 do not know each other!

This lack of meetings and the unexpected monopoly tech were enough to engage in a trade frenzy that netted us all the known techs, all the contacts, all the known maps and all the available money. From there the game went on flawlessly. We completed Mathematics undisturbed and were able to trade it for Code of Laws. Philosophy was gained from a hut, but money would have been more useful, since many of the AS were researching the same tech and i ended up giving away Math for free. We were also able to snatch a colony in the north landmass to gain control of a 2nd luxury before the AS had a chance to fill the gap. Next target was Republic at max rate.

The 1000 BC mark was hit with 11 cities, 21 pop units, 7 workers, 8 warriors, 2 scouts; 1 archer, 1 spear and 3 galleys; Two buildings only: a granary in Nidaros and a barracks in Bjorgvin.

The following turns were easy as well. We filled the island, explored landmasses, smashed quite a few barb camps, losing a pair of warriors in the process but gaining an equal amount of promotions and an important amount of money. A constant trade of maps paid off too. We had enough income to sustain 100% research, upgrade a few veteran warriors and amass a nice monetary reserve.

We found 2 more huts, the first giving Polytheism and the second a nice 50 quids. This time the free tech was quite an asset: as it turned out later, the AS headed for Construction and Currency and shunned Polytheism in mass. For the time i was able to trade my way into the middle ages i could count on not one but two monopoly techs.

Republic was completed in 610 BC. The revolution was started in the interturn, with 4 turns of anarchy being considered good enough to not reroll. In the same turn a few AS had completed Construction and Currency, enough to trade our way into the Middle Ages by selling Polytheism alone. Then we gifted the scientific AS into MA and here were the free picks:
- Greece: Feudalism
- Germany: Monotheism
- Russia: Engineering
:D

With Republic being still a monopoly (although Russia was just a few turns away from it) we were able to trade all the MA techs for it and also gain a few quids in the process.

Finally, every relevant AS was gifted to the MA and to tech parity, except for Arabia (no Engineering), Iroquois (no gifts, they're mostly worthless) and Rome (same story).

An historician might say that, far from being mere placeholders, the Viking anarchs showed themselves to be skillful traders, benevolent benefactors and lucky people too! :D


Here's the tech log:

4000AD: Pottery (prerequisite);
2750BC: Alphabet (research);
1830BC: Writing (research);
1350BC: Map Making (research);
1275BC: Ceremonial Burial, Mysticism, Wheel (trade, Greece); Bronze Working, Warrior Code, Masonry (trade, Russia); Iron Working (trade, Germany); Horse Riding (trade, Egypt);
1175BC: Philosophy (hut);
1075BC: Mathematics (research); Code of Laws (trade, India);
_975BC: Literature (trade, India);
_925BC: Polytheism (hut);
_630BC: Republic (research);
_610BC: Construction (trade, India); Currency (trade, Egypt);
*******
_610BC: Monotheism (trade, Germany); Feudalism (trade, Greece); Engineering (trade, Russia);


The city log till 1000 BC:

3950BC: Nidaros;
2670BC: Bjoergvin;
2190BC: Oslo;
1790BC: Stockolm;
1650BC: Uppsala;
1600BC: Linkoping;
1275BC: Goteborg;
1175BC: Jonkoping;
1075BC: Norrkoping;
1025BC: Vasteras;
1025BC: Kalmar;

And the meeting log (quite simple):

1300BC: India;
1275BC: All the rest;

Finally, the map of our empire at the dawn of Middle Ages:

gotm75-endaa.jpg
 
Welcome krakedhalo and DWetzel! This competition is a great way to improve your Civ3 play, so be sure to post any questions are "mistakes" you may have made; the good players here are very helpful!

tR1cKy: nice! :goodjob: (I'll have to watch how many SCI civs I put in!)
 
tR1cKy: nice! :goodjob: (I'll have to watch how many SCI civs I put in!)

ghgh... indeed :D
and watch out for barbs too... too much of them and i'll continue to fish for leaders at an embarassing rate :D
 
tR1cKy how do you start a revolution on the inter-turn? and what is the advantage?
sorry if this is an obvious question
 
Say you are 1 turn left from the government tech you're researching. You end the turn. In the interturn, you get the notification that the research is done. Click on "what's the big picture". You are now in the science screen. Now you hit F1 and reach the domestic screen. Now if you click on "hold a revolution" you get immediate anarchy and you can also see how much turn of anarchy you are going to face.

Now you close the screen and, as the interturn goes on as usual, you will be promped for a revolution - even if you already started it! So, if you previously got a BIG AMOUNT of anarchy turns (say 7-8), you can reroll and hope to get a better result.
 
Now you close the screen and, as the interturn goes on as usual, you will be promped for a revolution - even if you already started it! So, if you previously got a BIG AMOUNT of anarchy turns (say 7-8), you can reroll and hope to get a better result.

This does NOT work in Conquests, only in PTW and Vanilla.
 
Good use of the interturn phase is a key part of better game play. Learning a new Tech? Always choose "Show Me the Big Picture" and do any trading you intend to do. Once you've learned the Tech, any AI who haven't learned it and who have contact with you get a reduced research cost for it; since they go after you during the interturn phase, they can learn it themselves, and they WILL trade it around. So don't give them the reduced cost and trade advantage over you!

You can also use the interturn phase to upgrade units, who didn't use all their movement in the prior turn, to more powerful units that the new Tech just made available to you. They can move out on the new turn, gaining you a turn advantage.

And you get a bonus revolution to get reduced anarchy time after learning a new government tech. Like Piu Freddo said, this doesn't work in C3C; both attempts will give you the same # of anarchy turns.

One thing you CAN'T do is use the Interturn phase to adjust your citizens working the tiles around your cities. Only do this during the actual movement phase of the turn.
 
Although the interturn revolution is considered the previous turn so will actually be reduced by one, later. This is more obvious in Conquests where the real value doesn't change (or reroll as described above) but does drop by one from the interturn to the revolution dialog.
 
tR1cKy, I have a question as well:
With Republic being still a monopoly (although Russia was just a few turns away from it) ...

How do you see, what the AI is researching and how many turns it is away from it?

And I noticed: in all your posts you call the AI "AS". What does that stand for? "Artificial Stupidity"...? :D

Cheers, Lanzelot
 
You don't know what the AS are researching, but sometimes, once you have mastered a tech, you can tell if some AS is researching that same tech, although the information is useless at that point.

You can see it when you try to sell the tech to the AS. If they are about to complete it they will offer you little or nothing in return, even if it's a monopoly tech.

And yes, AS means Artificial Stupidity. In my opinion they're too dumb to be called AI :D
 
And yes, AS means Artificial Stupidity. In my opinion they're too dumb to be called AI :D
I had thought AI was acronym for Artifial Insufficiency... :rolleyes: :D
 
Alarming Incompetence isn't it?
 
civ steve and tR1cKy thanks for the info on interturns
 
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