Status/Reference
Link to
Obormot's summary of CFR's victory
Turn order
r_rolo1: Finished game (45-54) (111-119) (148-158) (189-195)
Renata: (54-67) (119-129) (167-178)
ChrisShaffer: (36-45)
Backwards Logic: (68-81)
unkle: (1-7) (81-92) (178-189)
CommandoBob: Observer mode
Niklas: (7-14) (93-101) (129-138)
Methos: (14-23) (35-36)
Xcalibrator: (23-35) (102-111) (138-148) (158-167)
Reference
Progress page
BTS tech tree
CFC online Civilopedia
Renata's Summary of Techs and Game Setup (post 66)
Forest spread rates (189)
Trade route rules/examples (posts 76 and 80)
Atlantis buildings @59 (350)
Space race strategy thread
Plans, spreadsheets, and test games
Blank spreadsheet
Chris's updated plan with screenshots of capital builds, City2 builds, and worker moves (324)
Niklas spreadsheet screenshot to turn 50, with new warrior build (311).
Niklas et al. spreadsheet (259), with screenshots of build and worker plans to turn 50
BL test save for turn 36 (291)
Latest GP-popping schedule and Great Sci-bulbing list (1106) (previous 893) -- obsolete
Latest teching and build plan (1125) -- obsolete
Renata's plan for the home stretch (1185)
Screenshots
unkle nukes the world after launch
City screens for all major cities @ 178
Several shots of Hammy's lands prior to attack @140 (1062)
Homeland @82,87 and partial NW of other continent @87 (846)
The known world by region @81 (816)
Overview of our domain @67 (749)
2 shots of eastern Korea (embedded in autolog) + 1 of southern Korea @63-67 (745)
S and W of Cap showing newly revealed iron @62 (731)
First overview of Babylonian land @61 (713)
Another NW view revealing Akkad @59 (664)
Airship view NW of Cap @58 (627)
Airship view W of Cap @57 (614)
Airship view E of Cap @56 (584)
First airship views around Atlantis @55 (526)
Airship ranges and nice big overview @55
Several shots near capital @54 (483)
City screen with pop 10 @53 (468)
Barbs invade by Athens @45 (370)
City2 site @42 with mad bear (326)
Capital city screen @36 (283)
Capital city screen @23 and pop 3 (252)
Better view of barb sea border, and southern land down to and including a bit of the freshwater lake @14 (201)
Land south of capital @11 (177)
Known land @7 (145)
Capital founded @ turn 2 (post 111)
Starting Techs
Fishing, Flight, Hunting, Machinery, Replaceable Parts, Scientific Method, Physics, Fascism, Medicine, Superconductor
Turnsets
[1] (1-6): unkle founds Smurkzaki after moving 1S from the starting position. We are pleased

with our choice, having gained access to 7 river tiles with the net loss of 3 forests. We revolted to Environmentalism and Police State during the first-turn move to the capital site and discovered
Agriculture around turn 6.
[2] (7-11) and
(11-14): Niklas continues scouting, circling around south to find a nice site for a 2nd city, and survives an encounter with a bear. We finish our first worker and start another (turn 11), and discover
Animal Husbandry (13). No horsies

. Our first corn farm is finished.
[3] (14-23): Methos confirms that our neighbors are barbarians, puts a second worker to work, and meets Hammy. Our capital grows to size 3, but our wounded scout is lost to a lion

. No new techs, but Writing is imminent.
[4] (23-35): Xcal has an uneventful turn until the very end. We discover
Writing (24) and open borders with Hammy to gain his favor, then start Alphabet. We build our first warrior, a library (and soon start running 2 scientists), another warrior, and start a settler, all while growing to pop 7. We also get a Great Sci and build an Academy (35). Unfortunately, our 2nd warrior meets a bear while scouting ahead near the 2nd city site.
[5] (35-36): Methos takes one for the team and faces the bear; we lose. We discover
Alphabet (36) but Hammy won't trade with us.
[6] (36-42) and
(42-45): Chris discovers
Mysticism (37),
Meditation (38), and
Priesthood (39) and starts Code of Laws. Our Capital builds a warrior and then a settler. Both head south to the City2 site and run into the dang bear. Meanwhile, a barb galley appears and complicates our plans to have City2 build a workboat... And then things get better: barb archers land next to newly founded (43) Athens (which also became the Confucian Holy City on turn 45).
Code of Laws discovered (45).
[7] (45-50) and
(50-53) and
(53-54): Rolo bravely runs away from Athens with our warrior, worker, and Confucian missionary. The barbs take it and settle in. Confucianism spontaneously spreads to our capital so we box our missionary for later use. We get our 2nd GP (Scientist; 46) and save him to bulb Philosophy. We discover
Mathematics (49) and build the Oracle (50), taking
Civil Service and also discovering
The Wheel. Then... we bulb
Philosophy using our saved Great Sci (and found Taoism), trade with Hammy for
Mining, revolt to Bureaucracy+Caste System+Pacifism, and lose an exploring warrior to a barb archer (all turn 51). Next turn we revolt/adopt Confucianism, then discover
Bronze Working (53) and reveal copper. A barb archer moves north from Athens.
[8] (54-55), (56-58) (see screenshots),
(59),
(60-61), and
(62-67): Renata sends our new airship SE to check out the barb capital, Atlantis. Oh my.

We discover
Archery and the barb archer moves back into Athens. After much discussion, we decide to build an archer and then a worker, and make 3 more passes with our airship to the E, W, and NW. We see a little land out east and the edges of Hammy's land, but no new civs and none of Hammy's cities. On turn 59, Renata tries the NW recon from a slightly different tile--bingo! We find Akkad

and also see a Portuguese archer. We settle a Great Scientist and the airship rebases to Akkad and recons west--we see the edge of more land. We give Hammy Math and Code of Law for
Polytheism, Iron Working, Sailing, and
Pottery (62). In Renata's final round of turns
(62-67), she contacts Korea (63) via airship and trades Meditation for
Masonry. We finish our first maceman (64) who escorts our settler to found Bonanza (67), and then start another settler for up north (65). We also discover
Calendar (66).
[9] (68-81): BL founds Sparta up north by the sheep and builds workers in all 3 of our cities. The Capital then cranks out maces to reclaim Athens (78) and starts on the Mausoleum of Maussollos (MoM). Meanwhile our airship meets the Incas and Russians, we discover
Nationalism (74) and
Monarchy (78), and we complete the MoM and grow to pop 15 (80).
[10] (81-88) and
(89-92): unkle trades for
Construction and
Monotheism (81) and then
Horseback Riding (86). Our airship achieves circumnavigation (89). Meanwhile the barbs are making trouble around Athens, dropping units via galley; we mostly hide inside Athens and let them kill themselves. The AIs build the Pyramids and Great Library, while we finish
Constitution (91) and then complete the Taj (92).
[11] (93-96) and
(97-101): Niklas did some stuff but won't show us the autolog for his first turns

. Apparently he found Joao's cities, discovered
Paper, got a Great Sci, and settled Greenland and Ouzo (south of Athens on wine tile with cows, rice, iron).
Then he bulbed the Great Sci and discovered
Education and traded for
Currency (100). Several barbs killed themselves attacking Athens, we got another Great Sci and founded Phishing to the NE of our Capital--not much there but fish but we'll eventually be able to run 4 specialists. Our Taj-inspired Golden Age ended (101).
[12] (102-107) and
(108-111): Xcal settled our Great Sci, fought off a stream of barbs, discovered
Gunpowder (101) and
Engineering (109) (and put some turns toward Liberalism), and traded for
Feudalism (109). Athens regained cultural control over its clams and cows, and Panama (southern jungle on lake with pigs and clams) and BLville (western isthmus) were founded (105 and 107). These will likely be the last cities we found (9 total). One turn after Engineering we got another Great Artist and start a second Golden Age (111), working toward Chem. We also start building several muskets to strengthen our defenses.
[13] (111-115) and
(116-119): Rolo revolted to Organized Religion/Slavery during the Golden Age, allowing us to build 4 missionaries for our remaining cities and whip some buildings in various places. He traded for
Compass (113) and
Optics (115), learned
Chemistry (116), and finished off
Liberalism (117), giving us
Biology for free. This allowed us to build National Park in 'Zaki (119), giving us 12 free specialists (with 1 more due when the last forest preserve is completed). While waiting for Bio, Zaki finished Notre Dame, and has now started on Oxford (which was enabled by the 6th university built in Greenland (117)). We are now researching Astronomy and building the Hanging Gardens in Bonanza.
[14] (119-126) and
(126-129): Renata uses the last gasps of our Golden Age to whip 3 more cities, then revolts back to Pacifism/Caste System. She shops around our map and builds several more workers this round so we can get serious about irrigating toward/around Bonanza and Ouzo, which are stagnating. She trades Compass+Philo to Hammy for
Metal Casting (120) and gets a Great Prophet from Zaki (GP#8), which we save for a later Golden Age. On turn 126, Zaki finishes Oxford, we crank up the research rate from 0% (for the past several turns) to 100%, get
Astronomy, and get a Great Sci (GP#9), which we settle in Zaki. Bonanza completes the Hanging Gardens (127), we get
Aesthetics (127) from Hammy for Optics, and Zaki now has all (14?) of its forests preserved (giving us totals of 16 specialists and 174 GPP/turn).
Rifling is discovered (128), Zaki completes its observatory (129), and Ouzo's rice and Bonanza's wheat are now irrigated. Our corn grows well, and delenda est Atlanto.
[15] (129-132) and
(132-138): Niklas traded Nat'ism to Hammy for
Literature and
Drama (129), set up some new resource trades now that we have Astro, got and settled a Great Sci (GP#10), discovered
Steam Power (132), and blockaded Atlantis with our new frigate. In the second batch of turns we learn
Guilds (133),
Banking (134),
Economics (135),
Corporation (136), and
Electricity (138). We pop another Great Sci in Zaki (turn 134, GP#11) and also get the free Economics Great Merchant. Panama has been running artists and their culture claws back the clams from Faro (136). Bonanza finishes the Heroic Epic (134) and we start building paratroopers in several cities in preparation for a lightning war against Hammy. With our irrigation system pretty well completed, several of our cities are growing like crazy. Current populations are (founding order): Zaki 23, Athens 14, Bonanza 13, Sparta 10(?), Greenland 10, Ouzo 14, Phishing 8(?), Panama 13, BLville 8.
[16] (138-140),
(140-145), and
(145-148): Xcal begins serious war preparations by starting a Golden Age with our 12th GP (Great Sci; 140) and a Merchant. Panama finishes the National Epic and then concentrates on happiness buildings to keep up with growth and run lots of artists. We hook up the Greenland whales and furs and builds lots of lumbermills, mines, and farms. We get
Theology (138) and 280 gold from Hammy for Guilds,
Printing Press from Wang for Nationalism, and discover
Assembly Line (142). Another Great Sci (GP#13; 144) is settled in Zaki. We learn
Industrialism (146) and
Steel (148), and trade for
Music (147). We attack Hammy (and his defensive pact buddy, Joao) on turn 147 using paratroopers from Bonanza. Opis and Borsippa fall the next turn without a single loss.
[17] (148-158): Rolo finishes the war, racking up 2 Great Generals along the way. Joao makes things difficult by discovering Rifling and sharing it with Hammy, but we take the last 7 (of 9) of Hammy's mainland cities by turn 158. Unfortunately, Hammy settles a new city in Australia. Just after the war starts, an AP resolution makes peace between us and Joao

but the next one is for peace with Hammy and we defy it, losing by 5 votes

. We will now have 14 turns with 5 unhappy faces in all our cities with Hinduism. During this set we discover
Railroad (149) and
Combustion (154), and pop a Great Sci (Zaki, GP#14, turn 153) and Artist (Panama, #15, 157).
[17] (158-167): Our ranks are temporarily depleted so Xcal plays again. We make peace with Hammy (158) in exchange for
Military Tradition and discover
Plastics (160). After finishing Broadway (to counteract some AP Villainy unhappiness and make trades), Zaki starts the 3 Gorges Dam. Our other major cities concentrate on hammer buildings while Hammy's cities work on culture/happiness and then beakers, and we get another Great Sci (165; #16). We discover
Rocketry (166) and Ouzo starts Apollo.
[18] (167-177) and 178: Renata pops a Great Merchant (168; #17) from Phishing and starts a Golden Age (our 4th so far). The 3Gorges Dam (171)and Apollo (173) are completed and forest preserves (except around Zaki) are being converted to lumbermills. Panama pops a Great Prophet (172; #18), not the Merchant we wanted; we settle him in Zaki. We discover
Fission (168),
Radio (171), and
Satellites (174),
Composities (177), and
Computers (178), and trade for
Democracy (172). Tech progress is awesome

and aided by bulbing an excess Artist toward Radio and a Scientist toward Computers. Joao beats us to the Statue of Lib just before we start it but we finish the Forbidden Palace (169) in Babylon. Our Golden Age ends (178).
[19] (178-189) (with more notes): Following Renata's
plan, unkle prepares for launch on turn 189. He bulbs a Scientist and soon discovers
Fiber Optics (180), pops another Sci (183; #19), discovers
Fusion (184), gets the free Engineer, and starts our final Golden Age by using 4 GPs. We get
Genetics (186) and
Ecology (188). With forest-fueled production, we
launch as planned (189). Along the way we get another Merchant (187; #20) in Panama.
[20] (189-195): Rolo amuses himself by nuking barbs and lesser civs. Spaceship arrives @195.
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[size=-1]
Personally, I think we should probably revolt to Environmentalism while the settler moves to the starting city location, so we don't lose a turn...
Where is everyone? Talk, people!
Hey, Chris, good to see your enthusiasm!

I think most people are still recovering from our not-long-finished previous round--at least, that's my excuse, and I probably won't have much to say until the weekend. I haven't really started to wrap my head around these weird starting conditions, and I'm always nervous about deciding where to settle. Clever about revolting on the run, but can we do it without having founded our first city?[/size]