Primitive Conquest Comparison Game I

Peaster

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Welcome to the first Primitive Conquest Challenge Comparison Game!

The Rules are the same as for GOTMs, but you must win by conquest, and only your Warriors can attack. You may build any other units you want, and use them for defense, trade, pillaging, etc. All dip/spy functions are allowed, except for nuclear suitcases. If your scientists learn about Feudalism, you are probably doomed, but if you get that tech from a hut, you may reload and play on. Remember - save before you pop!

You will lead the Greek Warriors as Alexander the Great. You start with two settlers, alphabet, bronze working and warrior code in 4000BC. The settings are Warlord level, 7 civs, no restarts, large map. It's version 2.42, so hopefully everyone can load alex3.sav.

I think it's OK to discuss our progress and strategy, at any point, but don't post spoiler info here. You can either start a spoiler thread, or place the info between "spoiler" and "/spoiler", with the usual brackets. GOOD LUCK !!:p
 

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Yes, yes, yes. I did succeed and had even a nice ec-date. My strategy with this comparisongame was like the game I tried on chieftain level. Quick expansion and going for early monarchy did the first trick. Research goals after that were trade, map making and writing. My opinion for winning just with warriors is that after that research is hardly important after getting trade, map making and writing. Leaving the ai-civ with techs you still haven't researched can save you're game when an ai-civ has feudalism.

I did again sent to each ai-civ a group of 2 triremes, 3 settlers and one caravan (for the cash).

I build the cities near the ai-capitols (2 or 3 cities) and build two turns later a barrack in it. Then I just build warriors (between 15-20) and simply surrounded the capitol and attacked.

The remaining cities were captured by the remaining warriors or by bribing.
Still not sure what to do with the homecities. I just build caravans for wonders.

I post my log in this thread because I think it's easier to look up in the future.


Spoiler :
The game settings
Civilization: Greek
Map: Large; seven civs
Difficulty: Warlord
Barbarians: ?
Restarts: Off

First goal Monarchy, then trade. Quick expansion first. After trade building Marco Polo and then 2 triremes, 3 settlers and 1 caravan as a group to AI-civ. No hurry on learning new techs only money. After reaching AI
settler builds city and trireme will protect it. First to build is barrack and then only warriors. Cities are very near to capital so with 3 cities I have already 6 tiles from capital.

Starting Techs:

~ alphabet, bronze working and warrior code

turn 1: 4000BC Athens(1) / 4t,6s,0l
turn 2: 3980BC ->Code of Laws (10 beakers)
turn 3: 3960BC Sparta(2)
turn 4: 3940BC -
turn 5: 3920BC Code of Laws->Ceremonial Burial (18 beakers)
turn 6: 3900BC -
turn 7: 3880BC -
turn 8: 3860BC -
turn 9: 3840BC Ceremonial Burial->Currency (24 beakers)
turn 10: 3820BC -
turn 11: 3800BC -
turn 12: 3780BC -
turn 13: 3760BC -
turn 14: 3740BC Athens-set
turn 15: 3720BC Sparta-set / Currency->Monarchy (32 beakers)
turn 16: 3700BC Thermopylae(3)
turn 17: 3680BC Corinth(4) / setting to max arrows to reach monarchy on turn 20
turn 18: 3660BC -
turn 19: 3640BC -
turn 20: 3620BC Monarchy->Trade (40 beakers) / MONARCHY / 3t,7s,0l
turn 21: 3600BC -
turn 22: 3580BC -
turn 23: 3560BC -
turn 24: 3540BC -
turn 25: 3520BC Trade->Map Making (42 beakers)/ Ath-set
turn 26: 3500BC Spa-set
turn 27: 3480BC -
turn 28: 3460BC Delphi(5)+Pharsalos(6)
turn 29: 3440BC Map Making->Pottery (56 beakers) / >0,1M
turn 30: 3420BC The-set
turn 31: 3400BC Cor-set / hut->elephant
turn 32: 3380BC Knossos(7)
turn 33: 3360BC Pottery->Writing (80 beakers) / Argos(8)
turn 34: 3340BC -
turn 35: 3320BC hut->archer
turn 36: 3300BC Ath-set
turn 37: 3280BC Spa-set
turn 38: 3260BC Writing->Literacy (90 beakers) / 7t,3s,0l
turn 39: 3240BC Mycenae(9)
turn 40: 3220BC Del-set
turn 41: 3200BC Pha-set, The-set
turn 42: 3180BC Cor-set
turn 43: 3160BC Herakleia(10)+Ephesos(11)
turn 44: 3140BC Kno-set / >0,2M / Thessalonica(12)+Rhodes(13)
turn 45: 3120BC -
turn 46: 3100BC Eretria(14)+Troy(15)
turn 47: 3080BC Spa-car
turn 48: 3060BC Arg-set, Ath-car, Del-car
turn 49: 3040BC The-car / >0,3M
turn 50: 3020BC -
turn 51: 3000BC Marco Polo's Embassy build in Thermopylae / Marathon(16) / Mysticism and Masonry from trade

Status at -3000
Population: 0,39M; Cities: 16; Trade routes: 0D0F; Government: Monarchy
Money: 44 gold; Cost per turn: 0; Total advances: 13; Production: 55MT; 0 polluted tiles
Wonders: Marco Polo
Units: 1 archer, 1 elephant
Celts, Enthusiastic, peace, 63g, 2 cities
Zulu, Cordial, peace, 81g, 2 cities
French, Enthusiastic, peace, 91g, 2 cities
Aztecs, Cordial, peace, 132g, 3 cities
Americans, Cordial, peace, 156g, 2 cities
Indians, Cordial, peace, 82g, 2 cities

turn 52: 2980BC >0,4M
turn 53: 2960BC -
turn 54: 2940BC >0,5M
turn 55: 2920BC -
turn 56: 2900BC Sparta builds Lighthouse
turn 57: 2880BC Literacy->Republic
turn 58: 2860BC hut->archer
turn 59: 2840BC first group of 3 settlers, 1 caravan on 2 triremes to Celts
turn 60: 2820BC -
turn 61: 2800BC seccond group to Zulu's
turn 62: 2780BC >0,6M
turn 63: 2760BC -
turn 64: 2740BC -
turn 65: 2720BC third group to Indians
turn 66: 2700BC -
turn 67: 2680BC fourth group to French
turn 68: 2660BC -
turn 69: 2640BC -
turn 70: 2620BC -
turn 71: 2600BC -
turn 72: 2580BC Republic->Philosophy / fifth group to Aztecs
turn 73: 2560BC -
turn 74: 2540BC -
turn 75: 2520BC >0,7M
turn 76: 2500BC -

Status at -2500
Population: 0,75M; Cities: 16; Trade routes: 0D0F; Government: Monarchy
Money: 202 gold; Cost per turn: 0; Total advances: 15; Production: 58MT; 0 polluted tiles
Wonders: Marco Polo, Lighthouse
Units: 18 setlers, 12 triremes, 7 caravans
Celts, Enthusiastic, peace, 127g, 3 cities
Zulu, Hostile, peace, 158g, 2 cities
French, Hostile, peace, 163g, 4 cities
Aztecs, Enthusiastic, peace, 315g, 3 cities
Americans, Enthusiastic, peace, 225g, 2 cities
Indians, Enthusiastic, peace, 120g, 1 city

turn 77: 2480BC landed near Cardiff
turn 78: 2460BC Halicarnassus(17)
turn 79: 2440BC >0,8M / caravan to Cardiff 84g
turn 80: 2420BC Hal-bar / Philosophy->Medicine->Banking / Pergamon(18) / landed near Zimbabwe
turn 81: 2400BC caravan to Zimbabwe 208g / Miletos(19)+Artemisium(20)
turn 82: 2380BC Per-bar / Banking->Construction / Megara(21)
turn 83: 2360BC Mil-bar+Art-bar / >0,9M / landed near Delhi
turn 84: 2340BC Meg-bar / Phocaea(22) / landed near Washington
turn 85: 2320BC Sicyon(23)+Gortyn(24)+Mytilene(25) / caravan to Washington 80g
turn 86: 2300BC Pho-bar / Corinth builds Great Wall / >1M / Tegea(26) / landed near Tenochtitlan
turn 87: 2280BC Gor-bar+Sic-bar / Syracuse(27) / caravan to Tenochtitlan 203g / Apollonia(28)
turn 88: 2260BC Teg-bar+Myt-bar / Construction->Astronomy / Naples(29)
turn 89: 2240BC Apo-bar+Syr-bar / Issus(30) / caravan to Delhi 60g
turn 90: 2220BC Nap-bar / Corinth builds Hanging Gardens
turn 91: 2200BC Iss-bar
turn 92: 2180BC -
turn 93: 2160BC -
turn 94: 2140BC -
turn 95: 2120BC Corinth builds Pyramids
turn 96: 2100BC Corinth builds Colossus
turn 97: 2080BC Landed near Orleans (couldn't find the right route)
turn 98: 2060BC setting up warriors near Cardiff to reduce shieldsupport
turn 99: 2040BC -
turn 100:2020BC Corinth builds Oracle
turn 101:2000BC Cunaxa(31)

Status at -2000
Population: 1,97M; Cities: 31; Trade routes: 5D0F; Government: Monarchy
Money: 260 gold; Cost per turn: 0; Total advances: 21; Production: 108MT; 0 polluted tiles
Wonders: Marco Polo, Lighthouse, Pyramids, Hanging Gardens, Colossus, Oracle, Great Wall
Units: 2 setlers, 57 warriors, 12 triremes, 4 caravans
Celts, Worshipful, peace, 165g, 3 cities
Zulu, Cordial, peace, 238g, 2 cities
French, Receptive, peace, 219g, 5 cities
Aztecs, Worshipful, peace, 202g, 4 cities
Americans, Worshipful, peace, 323g, 3 cities
Indians, Worshipful, peace, 165g, 1 city

turn 102:1980BC Astronomy->Engineering / >2M / caravan to Paris 346g / Cardiff captured 31g+Polytheism {lost 5 warriors on 1 phalanx and 1 warrior}
turn 103:1960BC Cun-bar / setting up warriors near Delhi and Zimbabwe
turn 104:1940BC lost 7 warriors (stack to ele) / Zimbabwe captured 64g+Horseback Riding {lost 4 warriors on 1 phalanx, 1 settler and 1 warrior} / Carmarthen destroyed 21g / Delhi survived attack with 4 warrior and 1 trireme
turn 105:1920BC captured Kells 51g {lost 3 warriors on 2 phalanx} ->Celts destroyed / destroyed Ulundi 65g {lost 0 warriors on 1 warrior}->Zulu's destroyed / Cremona(32)
turn 106:1900BC Cre-bar / captured Washinghton 57g {lost 6 warriors on 1 archer} / captured Tenochtitlan 45g+Seafaring
turn 107:1880BC captured New York 54g {lost 5 warriors on 1 warrior and 1 archer}
turn 108:1860BC -
turn 109:1840BC capture Tlatelolco 28g
turn 110:1820BC Corinth builds Shakespeare's Theatre / >3M / Boston destroyed 41g {lost 4 warriors on 1 phalanx}
turn 111:1800BC Corinth builds Copernicus' Observatory / Cannae(33)
turn 112:1780BC Capua(34) / bribe Tlaxcala
turn 113:1760BC -
turn 114:1740BC destroyed Paris (lost 15 units on 2 phalanx, 1 archer and 1 warrior on river)
turn 115:1720BC >4M / bribed Teotihuacan 50g / captured Texcoco 12g (lost 6 warriors on 1 phalanx)->Aztecs destroyed / capture Lyons 43g / Delhi captured 86g (lost 10 warriors on 2 phalanx)
turn 116:1700BC Engineering->Monotheism / bribed Orleans 44g / destroyed Philly (lost 2 warriors on 1 phalanx)->Americans destroyed
turn 117:1680BC -
turn 118:1660BC Corinth builds King Richard's Crusade / bribed Tours 45g
turn 119:1640BC bribed Marseilles 39g
turn 120:1620BC -
turn 121:1600BC >5M / bribed Chartres 34g
turn 122:1580BC -
turn 123:1560BC Rheims bribed 52g ->French destroyed

bonusscore: 2050
citizens: 265
achievement: 200
102%

Status at end
Population: 5,97M; Cities: 51; Trade routes: 6D0F; Government: Monarchy
Money: 292 gold; Cost per turn: 0; Total advances: 26; Production: 208MT; 0 polluted tiles
Wonders: Marco Polo, Lighthouse, Pyramids, Hanging Gardens, Colossus, Oracle, Great Wall, Shakespeare's Theatre, Copernicus' Observatory, King Richard's Crusade
Celts, destroyed
Zulu, destroyed
French, destroyed
Aztecs, destroyed
Americans, destroyed
Indians, destroyed
lost 74 warriors and 3 triremes

Did make a few mistakes. Sent trireme to French wrong way. This caused a longer time before conquering al civs. Capturing delhi was also difficult because there were only two available city-sites. I made them angry while they had a elephant and I had a stack of 7 warriors next to the capitol (they all died).

Did make a few mistakes. Sent trireme to French wrong way. This caused a longer time before conquering al civs. Capturing delhi was also difficult because there were only two available city-sites. I made them angry while they had a elephant and I had a stack of 7 warriors next to the capitol (they all died).
 
Great job, Magic!! :goodjob:

This proves that a warrior conquest is possible. I am especially surprised that you finished so fast. I thought you just finished your practice game - what? - about a day ago ? Well, I've been playing for a few days now and am pretty sure I will conquer in another day or so. I hope Banach and Sharkbait are still with us too.

I don't think your spoiler info could affect my game at this point, but I won't peek yet. I guess we'll have to wait to compare notes. I'll probably have lots of questions. :) Please keep some saves!
 
I'm still with you, Peaster. I won't post any spoiler info, but two civs are gone, I'm working on the others. I've learned a LOT about what I do that's wrong for conquest, especially with just warriors. I started playing a little too much like I was looking for a landing. Anyways, I've learned from my mistakes, which is important. Furthermore, I still completely expect at this point to conquer the world, although it won't be terribly early. Give me a few more days and I may post some results and we can maybe have some candid strategy discussions. Great Job Magic_gorter, by the way :goodjob: . I won't be nearly as early as you. It is unfortunate that Grigor can't play at the moment. I feel as though he would have a lot to add to this. I think it will take at least three comparison games for me to refine my strategy and learn to stop playing like I'm landing on AC.
 
:D Thanks guys for the compliments.
@Peaster it only took me two days of playing to finish this game. I'm always playing fast (this caused some minor mistakes I make in most in my games). Real time it cost me probably 6-8 hours I think.

@Banach the first part is slightly different from EL (quick expansion versus good citysites). After that I played a little bit like EL (making a collony). Only the collony was next to the AI-capitol.

I now want to know if it's still possible on the higher levels. Especcially when hapiness problems will be one of the issues and probably better defence. I have some thoughts about it but I wait till you guys are ready for some discussion.

Still have some saves. I won't delete them. Just mention when anybody would have it.
 
I just finished, but it's very late. I will try to post my ideas and log tomorrow. I finished at about the same date as Magic. I built a big sprawling empire, and I didn't have one distinct system that I used on every AI. I'm already looking forward to another game - maybe at Deity next time!
 
Great to see you also succeeded. I am very interested in you're log to see how different it is from mine. I also like another comparisongame but don't have time for it the next two weeks (holiday). After that I can play if the GOTM for next month will allow it.

But let us first talk about the strategies etc. we followed and which way we can win at the higher levels.
 
how are you guys dealing with enemy units? chariots/archers/elephants? do you just build SO many warriors that you are overwhelming them? also are you still maintaining a constant 'van stream? Just some questions that would help me greatly in understanding just how you are managing a PCC. tia
 
how are you guys dealing with enemy units? chariots/archers/elephants? do you just build SO many warriors that you are overwhelming them? also are you still maintaining a constant 'van stream? Just some questions that would help me greatly in understanding just how you are managing a PCC. tia

My experience - On this difficult level the AI doesn't put up too much of a fight. I bribed a handful of defenders, and dealt with the occasional elephant by a well-placed phalanx on defense. You're right in that taking a city involves a swarm of warriors where it might otherwise have only required an elephant or two. I'm maintaining a fairly constant caravan stream, but I'm not the one to take advice from - I'm way behind the learning curve on this one. I think that we'll have a fairly refined strategy after a few comparison games. I think you should get in on this one - there's still time! It's the exciting new frontier pioneered by Peaster! You can be one of the developers of the new and coming primitive conquest strategy guide! :lol: It's fun to try something new, seriously, you should get in.
 
Camel - At this point, all questions are good questions! I used a lot of trade, but I don't know if it is really needed.

I agree with Banach - the AI seems fairly passive at this level. I didn't lose many units to AI elephants/etc. I'm wondering if the combat odds are different too .... ? One of my hut-popping explorers was surrounded by 6 barb horsemen and it defeated them all ! This kind of thing happened pretty often, and I'm not sure it was just a fluke.

I did have serious problems with a catapult in one capitol, which killed off everything I put near it. I think the best solution is

Spoiler :

Place a pre-charged settler on a safe nearby road tile [not adjacent to the city]. In one turn: move it on the road, up to the city, build a fortress, and put a pair of phalanxes in there to defend it. Then gradually fill it with vet warriors until ready to attack.

This doesn't work if the AI has built NO roads at the capitol, but that seems very rare. If there is only one road square at the capitol, the settler extends the road first - fairly safely, I think - and then builds the fort. Two or three settlers work even faster, of course.


I'm still at work (lunch). Hope for some log time tonight.
 
Peaster, I think you're right in assuming the combat odds are more advantageous to the human in this low level difficulty. My warriors, as of right now in my game, are undefeated when attacking chariots, elephants and even settlers (amercian). I am in fact trying to see just how well I can perform in this PCC, but am seriously under skilled when it comes to early conquest of any kind. I am proud to announce that like Magic, I had come to the conclusion that if I were to stop (or really slow) my research after a certain cutoff that Feudalsim wouldn't be my only choice if I captured an AI city.
At this point I must say that I really respect the level of competition that you guys (Peaster,Banach,Magic, and others) bring to this game. I have loved this game since its debut, I thought I was good at it...then found this website and realized there is so much I have yet to learn and try to master.
 
Welcome to the game, Camel ! Good luck ! Everybody was a newbie once, and I still feel like one sometimes. Just let us know if you have any questions.

I'd hoped to post a log and stats and to read Magic's log carefully. But I didn't have much time tonight and have only managed the log so far.

Spoiler :

Primitive Conquest Comp Game 1:

Greek Warlord: 2S, large, 7, OFF, Restless T's., alph/bw/wc

Pre-Game Thoughts: I planned to build a fairly big empire to support lots of warriors, dips, boats, phalanxes, etc. I hoped for a big Hides-based
economy, but didn't have any Hides supply for quite a while, so this hope was fulfilled fairly late.

I decided on direct attacks on the AI capitols, rather than prolonged sieges, as in my practice game. But I found that the first Greek units (usually a mix of settlers, phalanxes and warriors) to arrive at the target had nothing better to do than take away good AI tiles. So, I did set up a few sieges, waiting for the right time to attack, and a couple of them paid off nicely.

I decided not to plan on Espionage/Demo/etc, unless things went wrong somehow. But no AI got Feudalism this time, and there were no other major problems. Again, I decided not to help the AI much with science, trying to keep most of them in Despotism all game, and without Feudalism, without competition for WoWs, without great units or fortresses. Still not sure if this is a good idea.

I usually preferred "Contact" with the AI's as long as possible, over alternatives such as "peace" or "war". But this is probably not important.

4000: Athens (1). Nice staring position. I used a helper program to locate specials and huts, and my Settlers seemed to find nice squares near whales pretty easily. So, ICS growth was very fast. I made only settlers, no warriors, for quite a while. Not much luck from huts though.

3960: Sparta (2).

3880: CereBur -> CodeLaws

3780: CodeLaws -> Curr. Also, Greeks make a Settler.

3740: Therm (3)

3700: Corinth (4). Usually I set taxes at 60 per cent, to allow rush buys, and very quick growth (this does not usually delay monarchy much at all). But with so many whales on this map, I didn't seem to need much gold, and set science at 60 until monarchy.

3620: Monarchy discovered, and changed govt. Never changed again, though I strongly considered Republic, and built only one boat per port for a long time, to keep that option open.

3520: First road built (one tile only)

3420: Trade -> MapMaking. I'm disappointed to see that no Greek cities supply Hides, and am uncertain whether to aim for a big trade-based economy as I planned. But I have gotten in the habit of making big ship chains for vans, expansion and troops, so I do make a fair number of vans, ones demanded by overseas AIs. Later some Greek cities could make Hides, and I pumped up trade then.

3360: Argos founded (8th)

3240: Thess founded (12th).

3120: MPE. Probably not needed so early; maybe just an EC habit. I did not want to trade/give many Greek techs, to get AI maps, and I didn't need much AI help with Greek science. But I got the Celt map without any tech gifts, which also revealed Delhi. I got Writing + the Aztec map pretty cheap (for Trade + MapMaking). I also had nearest city info about some US cities. That's enough AI info for now. The Zulus and French were always pretty hostile, so I didn't try for their maps, expecting to find their cities eventually from exploring.

3000: Pyramids. I often build this WoW very early, for fast easy growth. Especially, in games at easy levels that seem likely to last a while (but not in EC games on small maps). A Greek elephant (from a hut) spots Washington. I start making a few barracks in Greece about now.

Stats at 2980BC: 16 cities, Pop .44, monarchy, 45g, 11adv, Mfg56, WoWs:MPE/Pyr, have 2A,1ele,1w,1S,2tri,1v. The Ind/Zu have one city each; the others have 2. IIRC Greeks had "contact" with 3 or 4, nothing with the others.

2920: Construction. This tech was very useful later for making fortresses. I already have writing and pottery, and don't need much else. After my practice game, I decided I probably didn't need advanced techs like Espionage or Fundy. I did keep Greek research going (mainly thru trade) to keep those options open, and to raise my science cap. Also, some WoW's, like Mike's seemed worthwhile. Also, I rather like having seafaring (explorers),
bridge building and republic (though I never used it in this game).

2900: Lighthouse. My rough plan now is send out some Settlers on boats to make colonies, preferably near the AI's. I was not nearly as systematic about this as Magic Gorter. Also, I want to start making a few phalanxes, dips and maybe some explorers.

2720: I lost my elephant while popping huts. An elephant isn't worth much here, since it can't attack, but barbs like these were a nuisance to my cities.

2700: My basic plan is to build some outposts up north ASAP, and to start moving warriors into the USA for my first conquest. In a normal EC game, I go after the farthest civ first. But I was not really playing for speed this time, and I thought that a quick USA conquest would allow me to re-use ("recycle") some attackers. This worked as planned, but "farthest first" does lessen the problem of a useless homeland (see 2640).

2640: I have plenty of Greek cities, but many of them seem strangely useless (compared to a normal EC or EL game). I decide to use them mostly to make settlers, which will make better cities - ports that can support triremes, or high production cities with barracks. IIRC no Greek city supplied Hides yet, but I hoped some new cities might, which did happen.

2620: US starts on HG (which I want).

2540: Aztecs sneak against my Archer, but lose. I give Republic and Construction (fortresses) to the Zulus, mainly to get their map. I had big doubts about this decision, since I had trouble creating a siege in my practice game, when an AI built several fortresses near their capitol. But now I think it's OK - sieges aren't usually necessary. And this time the Zulu's built a fort or two, but abandoned them! Republic also worked out OK (see 2440).

Stats at 2440BC: (my closest save to 2500BC) 39 cities, Pop 1.9M, monarchy, 118g, 18adv, Mfg137, WoWs:MPE/Pyr/LH/(HG). Have 14w,15S,14tri,2v. AI cities: Ce3, Zu2, Fr4, Az3, Am3, In1. Greeks had "contact" with 4 civs, war with Az, cf with USA.

2480: Pause for planning. I want - more barracks, more warriors near Washington, a dip near NY (a distant US city, probably from a hut, near the Aztecs), more roads in Greece, especially in the northeast (I plan ship chain from there to the US and the East). Must do something about US working on HG.

2440: I build HG. The Zulu's form a republic. This is good, I think, for my van profits, and if I decide to make a seige (better than monarchy anyway).

2380: Dip reports that Washington contains 2w's and 1ph, and that a food siege should work there. It's slowly building Colossus, so there's no real hurry to attack it.

2300: A hut-popping warrior on forest survives against 5 barb horses. But it seemed that all the huts were full of barbs, which caused real trouble, so I gradually stopped popping them; never got Feudalism from one; so I never had to reload.

My economy is OK, but not great. I rush-buy mainly in cities with barracks or in the few that can make Hides. Vans are paying approx 200g each.

2280: Washington is under siege and should be losing 4 foods per turn; shrinking within about 4 more turns. I spot an Aztec crusader near the USA; must have come from a hut. IIRC it retreated and I never saw it again.

2240: US declares war. Good! I attack Washington with approx 13 warriors and win, losing approx 6 units (vs w, w, ph).

2180: Great Wall built. Now, Greek settlers can safely move into hostile regions and build cities there (but maybe they can do that anyway at warlord level).

2160: Greek boat spots Paris (I never traded maps with the French). I'm getting some tribute from Az/Ind/Celts; not enough to help me very much, but it helps keep them weak.

2140: USA down (bribed).

2060: The Indians and French both sneak attack and both lose. Dip reports Tenoch will finish city walls soon.

2020; Several vans in, averaging about 300g each.

2000: Zulu's sneak attack with an elephant, which then seemed to wander away (IIRC it died later attacking a Greek phalanx in a Zulu-built fortress). I sabotage city wall production at Tenoch. Celts also declare war, and now I'm at war with everyone, which is OK.

Stats at 2000BC: 71 cities, Pop 5.4M, monarchy, 1700g, 25adv, Mfg281, WoWs: MPE/Pyr/LH/HG/GW. Have 85w,22S,36tri,21v,10ph. AI cities: Ce4, Zu2, Fr7, Az4, Am0, In1. Greeks are at war with the 5 other civs (USA destroyed).

1980: A Greek explorer is attacked by 6 barb horsemen and LIVES! Since Kells is obstructing my troops, and is defended only by a warrior, I razed it, losing two warriors. It's probably the only non-capitol I attacked with warriors.

1960: Something in Cardiff kills my fortified Archer, plus a vet warrior and a valuable van. Dip reports it is a catapult. Roughly 20 Greek warriors attack Tenochtitlan with about 9 losses. Some extra troops have already been sent on to Zulu Land, including two settlers to improve the roads and then make a fortress.

1900: Colossus built in my STC (Boston Op) approx 1900BC. Lost 2 more good units to the Cardiff cat, but I have two settlers charging up...

1880: Greek settlers make a fortress next to Cardiff, and phalanxes enter to defend it. This negates the nasty Celtic catapult there. Mike's built.

1860: Aztecs down (bribed). The Cardiff cat destroys a careless Greek Legion, but it had no real value anyway, since the new fort allows warriors easy access to the city.

There are 4 AI's left, but the game is winding down; only the French still look formidable, and I can recycle the Aztec/Zulu units to them, and bring new ones from the USA and Greece. My trade vans are finally starting to pay off, as my STC/Hides city reaches size 7. I quickly rise from 1000 to about 5000 gold in savings. A bit late, since the game ends soon.

1840: Dip reports Zim has 2 phals, a palace and a temple. It is halfway done making walls, but will probably never finish.

1820: Only 4 warriors needed at Cardiff vs a (non-vet?) phalanx and a wounded cat. Greek victors march on towards Delhi, leaving some Celt cities behind for the dips.

1800: The Greek seige of Zim reduces shield support; 1 defender disbanded. I can easily attack next turn, with about 15 warriors. Last Celt city bribed; Celts are gone.

1780: Zim goes down, to the first 5 warriors. A catapult is spotted in the French countryside, but a Greek warrior quickly takes it out. I shipped about half of the victors in Zulu-Land to Paris before attacking there in 1620BC.

1720: Zulu's destroyed (bribery). Three dips sabotage Paris, but can't take down the city walls [usually, I find three is enough]. India gets math, but probably has no time to make a cat.

1680: Paris walls come down, at a cost of 2 more dips.

1660: Delhi is quite surrounded. The pitiful Indians have only had one city and "1 unit" all game. Apparently, this does not include settlers. I saw one near Delhi, but it disappeared - probably disbanded from lack of shields under Republic. During map trades, I saw the Celts attacking Delhi with some pretty tough guys (eg a catapult, chariot, legion) so I'm pretty sure the unit in Delhi is a vet phalanx. My dip reports that the city needs just ONE more shield to make a horse, but my siege has stopped all production. So, I move most of my vets in for the final attack, but leave all non-vets, phalanxes and a few vets on Delhi's shield tiles.

1640: Delhi's phalanx takes out approx 10 vet warriors before falling. A bit of a scare, though I still had a few more warriors left.

1620: Dip report from 1640 "Paris is rebuilding walls and has 2 (vet) phalanxes". Two more dips were needed to take down the walls, and 13 vet warriors died attacking the city. But I still had about 15 left over. Dips bribe the remaining 6 French cities in the same turn. THE END.

Note: this is where a "fat strategy" (lots of cities and boats) pays off. It wasn't TOO hard to get extra units to Paris quickly - 11 dips and approx 40 other units - when I had unexpected problems there (river, barracks/vets, city walls).

1620BC [End] Stats: 113 cities under monarchy. Spotless rep. 10.9 mil pop, including a few size 7 cities (even without republic). Mfg 417. 31 techs. 5000 gold. Had 124 warriors, 28S, 21ph, 65tri, 11dip, 38v, 7exp, 8misc. (Most vans/units produced after approx 1750BC were put to sleep to save real life time). Lost = 47 warriors + 8 misc.

I don't think my mistakes were too serious. I was a bit careless around the Cardiff catapult. My empire was bigger than needed. My trade efforts paid off slightly late. The French could have nailed me by bribing one of my outpost cities, at a moment when it contained about 20 Greek units, all waiting for a fortress. But I'm generally happy about the game.



Good luck to everyone still playing. You CAN do it!
 
Great game Peaster. In the beginning the games looked a little the same but after 3000 bc it really became different. You used the diplomats more and differently then I did. But most important is that it looks like different strategies are possible and even a backup plan is available when the AI has feudalism.

I only was (land)attacked a few times. The strongest unit was an elephant (that fight I lost). The other attacks came from warriors IIRC (which I all won). The AI never build catapults in my game but I found archers difficult to beat. Never popped much huts...had once barbarians from it and they lost all (6)attacking a vet warrior.

Before discussing more I wait till others are finished.
 
Magic - You are right. Our games were almost identical until they diverged in 3000BC. I've posted my stats now in my log; tried to match your stat dates (3000BC, 2500BC, 2000BC .... ) but mine are a bit off. Hopefully, Banach and Camel will use your dates.
 
I hope they have indeed stat dates of above dates. The 2500 bc is mayby not that important...on the other hand the game went very fast so extra stats after 25 turns looked needed for a good comparison. Mayby for the next comparisongame we should decide before we start which stat dates we would like to have.
 
How are the games coming along ? I'd like to discuss some strategy with Magic before I forget my game (yes, I am getting old). If Magic agrees, we can do that in spoiler boxes for now, and talk more when everyone is done.

Spoiler :

Magic: While my memory and curiosity are still fairly fresh,

1) Did you use phalanxes/etc for defense? Should they be allowed in the next game ? I used them mainly to help my warriors advance on AI capitols, but using a fortress is probably just as good. I don't recall that my outpost cities needed much defense in this game (especially after GW). But in my normal EC games, I've lost many such cities to aggressive AI's.

2) Did you give away techs freely, to get AI maps? Did your AI's get techs like Monarchy, Construction and Feudalism ? If so, did that cause any problems for you ? I don't think Monarchy or Construction make much difference unless you use sieges.

3) Would you say your game was "easy"? I guess that warriors/warlord is not too hard, UNLESS you have some unlikely problem, such as

a) several AI's get Feudalism, or
b) some AI builds GW in their capitol.
c) an AI beats you to certain WoWs such as HG or LH, or
d) AIs/barbs invade before you have any defense such as diplomats
e) unusual terrain (eg a capitol on rivered hills)
f) a heavily defended capitol (IIRC one was defended by 7 units in one of my old EC games)
g) an AI somehow gets gunpowder or democracy/etc.

These goblins are some reasons I've built such big civs in these primitive games, and experimented again with sieges, which usually are not needed.

4) Did you depend on Trade for economy/rushbuys/bribes ? I know you sent one van to each AI - was that all ?

5) Did you use dips to investigate or sabotage AI capitols ? I wonder if we could conquer even without help from dips, but I wouldn't want to face a walled city without them.

 
Ok Peaster I post my answers in a spoiler

Spoiler :
Did you use phalanxes/etc for defense? Should they be allowed in the next game ? I used them mainly to help my warriors advance on AI capitols, but using a fortress is probably just as good. I don't recall that my outpost cities needed much defense in this game (especially after GW). But in my normal EC games, I've lost many such cities to aggressive AI's.

- No I didn't use phalanxes. I did use triremes for citydefence. I don't know how much difference it will be at higher levels without the use of phalanxes as defence. We better can use them until we know that we can win at deity level. Then we can decide to play without them.

2) Did you give away techs freely, to get AI maps? Did your AI's get techs like Monarchy, Construction and Feudalism ? If so, did that cause any problems for you ? I don't think Monarchy or Construction make much difference unless you use sieges.

- I did give some techs away for AI maps. However the map of the French was difficult (I did a little black clicking and thought I could reach Paris from the southwest...but that was not possible). I did never give them monarchy (because the 3 non-shield support) but I gave some republic. Warrior code I also didn't give. The other techs I gave away freely to get their maps. At the end of the game I gave whatever they wanted to get their maps again (some civs build a few new cities after the capitol attack). I never use sieges just attacked them when I had enough units.

3) Would you say your game was "easy"? I guess that warriors/warlord is not too hard, UNLESS you have some unlikely problem, such as

a) several AI's get Feudalism, or
b) some AI builds GW in their capitol.
c) an AI beats you to certain WoWs such as HG or LH, or
d) AIs/barbs invade before you have any defense such as diplomats
e) unusual terrain (eg a capitol on rivered hills)
f) a heavily defended capitol (IIRC one was defended by 7 units in one of my old EC games)
g) an AI somehow gets gunpowder or democracy/etc.

These goblins are some reasons I've built such big civs in these primitive games, and experimented again with sieges, which usually are not needed.

- My game was very easy. I made only some mistakes (wrong route) which caused that the game last about 10 turns longer than needed. My plan was to get to them as quickly as possible. They couldn't have much techs when getting fast near ai-capitols (a lower change to get feudalism). Above goblins would make it more difficult at the lower levels mayby impossible

4) Did you depend on Trade for economy/rushbuys/bribes ? I know you sent one van to each AI - was that all ?

- Yes I did depend on Tradde with the first 6 caravans. I needed the money for rushbuying the barracks. After the deliviries I had enough money from taxes. However I better had sent more caravans for money for faster building warriors. I did use them now for building a lot of wonders. I was also wondering if it was better to sent 2 settlers and 2 caravans instead of 3 settlers with 1 caravan. What do you think.

5) Did you use dips to investigate or sabotage AI capitols ? I wonder if we could conquer even without help from dips, but I wouldn't want to face a walled city without them.

- yes I used diplomats for bribing some cities. Never for sabotage things in cities. Yes we could win without diplomats..but the game would last much longer. And the excitement is gone after beating all capitols. So I would keep them for next games.

For now no other questions. I must think of some but have no time left today.
 
Mainly to answer one Magic question....
Spoiler :

"I was also wondering if it was better to sent 2 settlers and 2 caravans instead of 3 settlers with 1 caravan. What do you think?"

If you aren't in a hurry to finish, I think either is OK. I'd probably prefer only 2 settlers (easier to defend, and 2 barracks are probably enough) and 2 vans (to raise more money quickly). Later, I might make another city or two, if needed for support, or to take away AI tiles.

But in my game, I sent out whatever unit was available, to get my boats sailing ASAP. I sent at least 3 Settlers to most of the AI's eventually [but IIRC only one to Zulu's, none to Indians]. For example, I might send 1 Settler and 1 phalanx, followed by 1 Settler and 1 van, followed by another 1 Settler and 1 van. And so on, maybe also including dips, explorers and/or vet warriors. I wanted a ship chain eventually, in case of some disaster (a goblin), or in case I needed a big trade game.

By the way, I approached Paris mostly from the West (you could even say from the SouthWest, I guess), but I also sent a couple of Settlers there from the East. The distance seemed similar either way, but the US/Aztecs were nearer Western France, so I used that side more. Later, even more Greeks entered France from ZuluLand (the NorthWest).

You were maybe a little lucky not to meet any catapults, elephants or city walls, though these can all be overcome. Since we conquered at about the same speed, I don't think speed explains the differences in AI defense. AFAIK the human has almost no control over that. But it will be interesting to see whether Banach and Camel meet these things or not.
 
Some answers and questions for Peaster (and the others when they are finished)

Spoiler :

"I was also wondering if it was better to sent 2 settlers and 2 caravans instead of 3 settlers with 1 caravan. What do you think?"

If you aren't in a hurry to finish, I think either is OK. I'd probably prefer only 2 settlers (easier to defend, and 2 barracks are probably enough) and 2 vans (to raise more money quickly). Later, I might make another city or two, if needed for support, or to take away AI tiles.

- I guess that two settlers will do the trick also. And with the extra money it's possible to get an army earlier or and that's mayby better building 2 new settlers. I did rushbuy the warriors when I had enough cash but didn't build them from 0 shields. With only 2 cities it takes longer and with four it will go a lot faster. I mayby should try a replay of the game to find out (but replaying will not be possible in the coming 2 weeks (holiday, first birthday sun and some other stuff are near). Did you also RB (all) the warriors? Waiting longer does mean having more techs for the ai-civs. I don't know if that will become a problem at the higher levels. I hope Banach will finish soon then we will now at least if he's having problems with the ai-civs when they have more techs.

That reminds me of something. Which wonders do you think are needed for succesfull primitive conquest. Marco Polo, Lighthouse (not always if there is enough land), Pyramids (quick growth), Great Wall (extra defence) and at the higher levels Hanging Gardens. Can you think of some more needed (perhaps Michelangelo's). You played a big empire. Wouldn't the happiness be a big problem when we try at the higher levels and stay in monarchy or do you think that there will be only minor problem (you play often EC with much cities so you probably know better how to deal with it).


But in my game, I sent out whatever unit was available, to get my boats sailing ASAP. I sent at least 3 Settlers to most of the AI's eventually [but IIRC only one to Zulu's, none to Indians]. For example, I might send 1 Settler and 1 phalanx, followed by 1 Settler and 1 van, followed by another 1 Settler and 1 van. And so on, maybe also including dips, explorers and/or vet warriors. I wanted a ship chain eventually, in case of some disaster (a goblin), or in case I needed a big trade game.

By the way, I approached Paris mostly from the West (you could even say from the SouthWest, I guess), but I also sent a couple of Settlers there from the East. The distance seemed similar either way, but the US/Aztecs were nearer Western France, so I used that side more. Later, even more Greeks entered France from ZuluLand (the NorthWest).

You were maybe a little lucky not to meet any catapults, elephants or city walls, though these can all be overcome. Since we conquered at about the same speed, I don't think speed explains the differences in AI defense. AFAIK the human has almost no control over that. But it will be interesting to see whether Banach and Camel meet these things or not.

I don't know if the AI had some walls. I could check that by loading a saved game and turn on the cheat mode if you like.
 
Magic:
Spoiler :

About rushbuying: Yes, I RB'd most of my vet warriors, but never from 0. I tried to build barracks mainly in cities that would get 5 shields per turn at size 2 or 3, to avoid some RBs - and I tried to rehome new warriors quickly, to avoid support problems. All this was easy to do in the Greek homeland, but not overseas (waste). I also RB'd or IRB'd any promising vans (eg Hides) or overseas barracks, whenever I could afford them.

I just reviewed my 2100BC save, which seemed about "halfway" thru the conquest. Then, I had about 5 barracks in Greece (not many RB's needed there); 2 in the ex-USA (conquered) and I was probably not RBing much in those anymore. I was RBing actively at my 2 barracks in CeltLand, 1 in ZuluLand and 1 in AztecLand - hoping to attack those civs ASAP. I had not yet outposted the Indians or French (planning to use mostly recycled units on those). Eventually, I built more overseas barracks, so that most of my vets came from those, rather than from Greece (I think).

In my game, the AI scientists never really threatened to learn anything dangerous, so I never felt much pressure to speed up my conquests. Maybe this was lucky, or maybe my refusal to give away good techs for maps this time made some difference (?).

About Wonders: I estimate you need at least 50 cities for Primitive Conquest (and I prefer 150), so you'll certainly need HG and Mike's at Diety level. I'm a big fan of the LH, and will build it ASAP unless it is clearly not needed, which is rare. Next, MPE; it's often my first WoW in normal EC games, but to me it seems less urgent in PrimC (what do you think?). Next, I'd consider Colossus, if I have a good STC in mind. I almost never build GW in EC games, and don't consider it urgent in PrimC either, but it makes outposting really easy and powerful, so it makes my list. I might avoid Pyr at Diety level, but I like it at Warlord.

Don't know yet if PrimC games will take longer at Diety. If so, I might go for Mag's, Darwin and/or SoL (for Fundy).

I guess we must avoid Leo's, in case several AI's get Feudalism, but that is not 100% clear to me. It might be worth the risk, to upgrade a large shipchain of triremes, or a horde of settlers, etc.

Walls: If one of your AI's had city walls, you'd probably already know, because your warriors would all be dead! I don't think even 30 or 40 warriors would have much chance against 2 phalanxes + walls. Dunno really, I haven't actually tried it. With 5 or 6 crusaders, you might win, but with warriors I think you really need dips to sabotage walls.

Also, if you look closely at your main screen, you can see the walls on any city that has them. Compare your own cities, in a save before GW, against a save after GW. I have a little trouble seeing the walls on oriental cities, but most other styles are pretty clear.
 
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