Spoiler - Gilligan and the castaways (GOTM23)

That was a tough decision for me as well but I made it early when I decided to go without engineers.If I could have bribed some engineers that would have been perfect but they are so expensive and there is much to do in little time.

I have finished landing in 1787AD.Lost a few turns here and there,gained some in other places.The French and Americans alliances held up all game(stopped contacting late as I knew they would break) and brought in TONS of gold.Particularly from the French.They financed many projects for me.
Despite losing a civ early,I was able to avoid penalties most game.The French were my key civ most of the game which worked perfectly as they were also my #1 ally.

The ai was constantly bothered by barbs but I was left completly alone.Just one barb boat came but I blocked the landing and it dissappeared several turns later.

Here is the city at max.Research lab and Collosus still in effect.

Smash_23max.gif



1020-factory
1040-Leadership
French-100
Americans-50
1080-Tactics
1100-French-100
Americans-50
1120-Machine Tools
power plant
1140-French 50
Americans 50
1160-Mobile Warfare
1200-Miniaturization
French 100
Americans 50
sell sewer system
1220-offshore platform
sell aquaduct
1240-Computers
French 50
Americans 50
1260-research lab
French 50
Americans 50
1280-Robotics
1300-French 50
Americans 50
1320-Flight
manufacturing plant
62 sheilds gross-1 support-net 61
will build freights until space flight..I hope
1340-French 100
Americans 50
1360-Nuclear Fission
1380-French 100
Americans 50
just keeps coming :)
1400-Radio
1420-French 100
Americans 50
1440-Advanced Flight
Americans 50
1460-French 100
Americans 50
1480-Rocketry
1520-Nuclear Power
French 150
Americans 50
1530-French 50
Americans 50
1540-Space Flight
French 50
Americans 50
1550-Apollo
1570-Plastics
1600-The Laser
trade French for Communism-receive 100(had to gift Advanced Flight..risky)
Americans gift 50
1610-hut>100 gold
1630-Super Conductor
1660-Fusion Power
sell research lab
1680-hut>200 gold
sell university
1700-sell library
hut>100 gold
1720-15 structurals ready
1760-hut>100 gold
1766-hut>100 gold
15-2-2-1-1-1 ready..LAUNCH
ETA 21 years
usual defenses and units and a few wonders
ARRIVAL-1787AD


2.42


Arrival-1787AD

Monarchy-2250BC
Republic-725BC
Democracy-220AD

Collosus-1500BC
Cope's-200AD
Shake's-175BC
Sir Isaac-520AD
Darwin's-820AD
Apollo-1550AD

Trade-2200BC
Construction-1800BC
Sanitation-275BC
Refrigeration-NA
Automobile-820AD
Computers-1240AD
Space Flight-1540AD

size 12-525BC
size 21-60AD

Routes
1.975BC
2.950BC
3.800BC
 
My big mistake was probably refusing the Americans demand when I first met them - they declared war and would not talk to me for centuries. Dumb, dumb, dum-de-dum...
 
100 -- Athens builds Library -- Discover Construction, on to Sea (323 b needed; 33b/t) (Washington and Boston both demand Silver!)
120 -- (America changes to Republic -- it turns out that America bounces back and forth Monarchy & Republic about six times over the next thousand years or so) (now only Boston wants silver…hmm better hurry up)
140 -- Build a Silver Camel (it walks very slowly…lol)
160 -- (America discovers construction; abandons Marco; feels hostile towards us.)
240 -- Hut = Sparta; no wait it was a dream; the hut = Wheel
260 -- Boston builds the Great Library (another wonder I wanted, but unfortunately other things came first; France switches to Marco’s…oh,oh)
280 (Orleans builds Marco’s -- rats :( )
320 -- Discover Seafaring, on to Banking (the only other choices were Feud & IW) 21 techs so far, still a ways to go. Deliver Silver Camel to Boston (size 7! hmm I have some growing to do.) 266g, demanded.
360 -- Discover Banking (America gets the tech also via GL, which means that someone else has it & is probably a Republic…) on to Engineering. I definitely want KRC, want Magellan and of course the three OCC/SSC wonders of Copes, Shakes and Isaac -- all of which will be on the horizon now/soon. America already has two wonders and in my games it seems as though America goes for wonders as aggressively as the Mongols go for…blood.
400 -- Meet the Sioux as my dip is wandering around the N. pole -- maybe that’s why my NP hut collection has been slim; give four techs & exchange maps (hmmm the NP is empty. :( oh well -- let’s bring the dip back.)
500 -- Deliver oil to Wash -- nobody wants it, but I can use a few bucks now & want the third route; Wash is size 8, Boston still size 7. (Amerks learn Math -- the pressure mounts…)
540 -- Discover Eng. (missed switching to Rep last turn :mad: ); on to Sanitation All three trade routes (Beads, Silver, & Oil) are still clogged.
600 -- Hut = Sparta; no, no just kidding, it was really 25g. Revolt.
620 -- Republic.
640 -- Hut -- Feud
700 -- Hut = Sparta, no, no we’ve must have had too much to drink. On the morning after it was really 50g.
720 -- Buy a Non Trireme from the Barbs (great price…and a vet to boot!) Americans discover Astronomy/Start Copes/we open a conversation that ends with them declaring WAR! (I never seem to play the Americans as well as others…)
740 -- A dip volunteers to visit America & sends back their latest discovery (Astro). Meanwhile, we rush finish the Marketplace we were building; also toggle down the science & raise up some $$.
880 -- Many turns with lowered down science & increase money for camels for Copes; after a couple of WLTC days, Athens is at size 8.
900 -- America develops Medicine. (this is NOT good news; if I beat the Amerks to Copes, they’ll switch to Shakes -- another wonder I sincerely want. Trade is still clogged, so no breaks in that vein.)
960 -- Rome builds GW, Az abandons their efforts.
1040 -- Athens builds Copes (Amerks switch to Shakes; we’re not surprised, we’re not pleased, and maybe, just maybe, war can work our way with this.) Dip misses the effort but gets a temple in Washington, the city working the wonder effort.
1180 -- Pop = 400K, size 9 for Athens. All efforts are in cash (about 70% taxes) for camels (my Shake effort) and Dips (anti-American Shake effort)
1200 -- America develops the wheel; abandons Shakes (A BREAK!) starts Shakes (short lived reprieve, but maybe the shields were wasted on a temple or something…)
1220 -- Discover Sanitation (and Athens blows up. ARGH) Opt for Math (over Chiv, Inv, & Poly)
1320 -- America develops Engineering -- It is going to be the same battle all over again! America switches to KRC.
1400 -- Athens builds Shakes (well at least I have the two critical OCC wonders at this stage. WLTCD begins.
1420 -- Pop = 500K America develops Navigation (oh no, will this wonder pressure never cease? I’d like Magellan for the trade -- of course I’d like some trade for Magellan…yup three trade routes still clogged.)
1440 -- Pop = 600K
1460 -- Pop = 700K; Sewer is completed just in time; size = 12.
1480 -- Pop = 900K. Dip sabotages temple (hey my guys must be anti religion) and second dip it’s the KRC wonder effort (YES, YES, YES :goodjob: ).
1500 -- Pop - 1M; America switches to Monarchy.
1510 -- Well, well, well -- trade opportunities open up we can now offer Salt & Gold. (America abandons KRC -- many supportive diplomatic messages are prepared, but none are delivered) Our horse in the south is finally disbanded, his work is done -- we’ve seen what we can see down there and the best we can say is that it is far away.
1520 -- America is the largest civ, we’re 5th, Sioux is 6th. See a white unit -- hmmm the pressure for wonders does come at a cost.
1530 -- America starts KRC & switches to Republic. Buy a barb caravel.
1560 -- Pop = 2M; Athens is size 20.
1580 -- Discover Math; on to Nav
1590 -- End We Love… size = 23, best that be done for now. Hut = Sparta, no it is really a mirage on the grass -- a None elephant was really there.
1600 -- a Salt camel, Gold Camel & dip sail away leaving a Non Archer & 3 food camels at home.
1630 -- Discover Nav -- on to Uni (over Chiv, IW, Phy, Poly)
1650 -- Athens builds KRC. (YES :goodjob: ) America abandons KRC (YES again!) Now 27 shields are available for use. Science cranked back up to 80%

Well, we achieved one of the 200 shield wonders that we wanted (but it was the first choice at that) and all three if the 300 shield wonders -- with time and sacrifice. We’re in the market for three 400 shield wonders: IN, Magellan (hopefully the trade will unclog) & Darwin's
 
Go for Newtons, punt on Magellan, and see if Darwin is doable. Also, PUT OFF INDUSTRIALIZATION AS LONG AS POSSIBLE! I've found the commodity caravans get freed up every few centuries when you dump all your caravans into a wonder or trade. Pick the trade destination cities first for size and trade-terrain around it, dont worry about commodity-demand. Buy a couple galleons when they become available, and then a couple transports. Get rid of all supported units. And buy an Engineer somewhere - turn that MuskOx into Oasis or Buffalo.
 
Any of you OCC masochists want to join me in a rerun match of GOTM23 with the following rules:

- OCC rules regarding Advanced Tribes
- build no Harbor
- no irrigation
- no use of or transforming to any terrain that generates more than 2 Food (including Farming the Plains)
- no referring back to your original GOTM23 map to see where the other civs or huts were (honor system, just like GOTM)

This should allow a maximum of 5 citizens, which should easily be made content without Colosseums,Cathedrals, or Shakespeares. No need for Seafaring, Engineers (although technically you could transform that MuskOx to a Buffalo...) or Refrigeration.

Sound like fun?
 
One thing I have learnt playing on Emporer ias that there are not enough turns... :( I seem to get the the same place at 1980 as I used to in 1880.

Finshed though... I ruled the world apart from 4 Roman cities and four Sioux (i.e. couldn't be bothered to wipe them out). The barabarians where nmore annoying than those two. I fianlly sent off my ship 2003 and it arrioved 2014. I just can't get the idea of finshing quickly. Ah well I might be in contention for the maximum score though :). I wish I could be bothered to do a log, maybe one pf you guys could tell me what i am doing wrong :(.
 
I tried OCC as well. This must be a record for the number of OCC players in any GOTM.

Things started going bad right from the begining. I popped the hut right away and it gave me one of the worst things it could: Mysticism. This delayed monarchy till -1500.

Exploration of the world did not go very well either. I found Romans and Sioux pretty early. Both were hostile. I should have just packed up and left. But I lingered there for too long and the Sioux killed both my units. Big mistake. Several coastal huts were meanwhile discovered by my lonely trireme unable to pop them.

The AI was very active in building wonders again. I had to rush Marco (by just 2 turns though). Once I got it I found that Romans and Sioux each have 6-7 techs I do not and are not willing to trade. I really went out of my way with the Sioux but they refused exchanges because they were working on King Richard's which they finished before I could even discover Engineering.

Next loss was that of Shakespeare to Americans. I figured I could live without it, and I did but at a significant cost.

When Romans nearly completed Copernicus, all my caravans set aside for trade plus all my treasury was not enough. I had to also sell my Aqueduct to beat them and I did. But this delayed trade.

Aztecs and Americans I discovered later in the game. Americans were nice, but Aztecs were nasty right from the begining. In 1900 an Aztec destroyer showed up by Athens and killed 7 units (5 of them Freights). It was dumb of me to leave Athens so unprotected specially in such a hostile world. This one attack set me back a lot.

Despite all that I managed to build the Apollo and started on a detailed, well thought out, efficient plan to build a space ship. My plan went ahead without a problem but the AI was close enough in the tech race to start buidling their own ships while I was building mine.

By this time, Zulu had gained much strength and were controlling the big continent. They destroyed French early on, and beaten up Romans and Sioux pretty bad.

I launched before the AI had a chance to discover Superconductor. Unfortunately soon after the Zulu took the Roman city with SETI and caught up the tech race. As soon as they did they added one set of modules to an otherwise maxed out space ship and launched; due to arrive two years before mine.

I was not about to give up. I still had a few more turns and all the military techs. Zulu capital of Zimbabwe being a port city made it theoretically possible for me to kill their space ship before it arrives. I sold everything I needed to and built an attack force made of an AEGIS, a carrier, 2 Stealth bombers, and a helicopter. Not only was Zimbabwe well defended but also the Zulu who had just recently annihilated Sioux and Romans were armed to the teeth. Zulu used 13 cruise missiles in one turn to sink my ships! But not before my air units started their attacks. They attacked and killed 5 Zimbabwe defenders before getting killed.

Zulu space ship landed.
 
Date Production started Tech started Other notables

-4000 Phalanx Mysticism from hut. Athens founded.
-3950 Alphabet
-3650 Phalanx
-3450 Mapmaking
-3400 Phalanx
-3200 Settler Shall change to Trireme
-2900 ->Trireme Code of Laws
-2750 Colossus
-2550 50g from hut.
-2400 None Archer from hut.
-2350 Archer discovered Roman city of Veii.
Romans are uninterested in exchanging knowledge or map. Ignored my threat.
-2300 Decided to be peaceful and leave Veii.
-2250 Monarchy
-2200 Had to renounce treaty to keep my troops form being set home.
-2100 Archer kills Roman warrior & becomes vet.

Status at –2000
City Size: 3 Gold: 110 Techs: 7 Trade routes: 0
Structures:
Wonders:
Units: None Settler, None Archer, 3 Phalanx, Trireme

-1850 Ran into Sioux on the same continent.
They asked for map making. I refused. They declared war!
-1700 Sioux Archer kills my Phalanx. Athens is size 4.
-1600 100g from hut.
-1500 Pottery Revolution started.
-1450 Monarchy established. T3L0S7
-1350 Sioux horseman killed in attack on archer.
-1300 Sioux warrior killed in attack on archer.
-1200 Sioux chariot kills wounded Archer.
Barbarians near Athens. One of my 2 Phalanxes gets out of Athens to prevent barbarian landing. T1L2S7 to compensate.
-0975 Temple
-0950 Seafaring
-0900 T0L3S7
-0875 Athens is size 5.
-0850 T3L0S7
-0825 Granary Shall change to Harbor.
-0725 ->Harbor Writing
-0700 Granary Shall change to Library.
-0575 T2L1S7
-0550 Athens is size 6.
-0525 ->Library Literacy
-0450 Diplomat
-0350 Lighthouse Philosophy Shall change to Marco.
Diplomat & Phalanx switch places. T3L0S7
-0325 Aztecs build Hanging gardens. T2L1S7
-0300 Athens is size 7.
-0175 Cuurency
Republic Trade not a choice.
-0150 Americans build Pyramids.
-0100 Barbarians give up after 1100 years.
-0075 T1L2S7
-0050 Athens is size 8.
-0025 Zulu build Lighthouse.

Status at +1
City Size: 8 Gold: 223 Techs: 14 Trade routes: 0
Structures: Temple, Harbor, Library
Wonders: Colossus
Units: None Settler, 2 Phalanx, Trireme, Diplomat

+0020 Trade
+0040 Revolution started. T2L2S6.
+0060 Republic established. T0L3S7.
1 of 2 Phalanx in Athens disbanded.
+0160 ->Marco Polo Banking
+0240 Romans build Great wall.
+0300 Medicine French civilization destroyed by Zulu.
+0320 Sioux switched to King Richard.
Aztecs have nearly completed Marco Polo.
Marco Polo rush bought for 40g.
+0340 Marketplace

Marco Polo is built. To my dismay Romans & Sioux have 6-7 techs I don't. Zulus have 4. Americans & Aztecs one each. Contacted the only one who is cordial: Republic -> Zulu -> Masonry. Zulu demanded Philosophy. I refused. Contacted Sioux next. They demanded 100 off the bat. I refused. They declared war. Exact same thing happened with Romans.

+0360
Spent a good deal on partial rushing the marketplace. I contacted Romans again. They wanted Literacy just to talk. I refused and they declared war again. Contacted Sioux. They wanted Republic. I gave it to them and we got peace. I suggested alliance. They wanted Philosophy and war with Zulu. I accepted both. They still refused to exchange knowledge while working on King Richard.

+0380 -> Aqueduct
Contacted Romans again and this time gave them Literacy and got peace. I suggested knowledge exchange and they accepted: Republic -> Romans -> Construction. They abruptly cut me off afterwards.

+0440 Marketplace
+0460 Sioux build King Richard. Athens is size 9.
T2L3S5, I am broke.
+0500 Mathematics

Status at +500
City Size: 9 Gold: 11 Techs: 20 Trade routes: 0
Structures: Temple, Harbor, Library, Aqueduct
Wonders: Colossus, Marco Polo
Units: None Settler, Phalanx, Trireme, Diplomat

Romans: 18 tech, 6 cities, 372g, Great wall
Zulu: 13 tech, 7 cities, 753g, war with Sioux, me Lighthouse
French: destroyed by Zulu
Aztec: 17 tech, 6 cities, 226g, Hanging gardens
Americans: 14 tech, 4 cities, 449g, Pyramids
Sioux: 19 tech, 4 cities, 382g, war with Zulu, allied with me, King Richard

+0640 Aztecs build Great library.
+0720 Athens is size 10. Trade -> Sioux -> Math
+0740 Astronomy T3L2S5
+0760 Caravan University T2L2S6
+0840 Aztecs started Shakespeare
+0880 Caravan
+0900
Contacted Romans who have just discovered invention. Hoping to get it from them and give it to Aztecs so that they may switch away from Shakespeare. Romans demanded Trade just to talk to me. I obliged. They then refused knowledge exchange.
+0920 Romans start Leonardo.
+0960 2 barbarian horsemen from hut.
+0980 None settler killed by barbarian horsemen.
+1000 Caravan Theory of Gravity Athens is size 11.

Status at +1000
City Size: 11 Gold: 33 Techs: 23 Trade routes: 0
Structures: Temple, Harbor, Library, Aqueduct, Marketplace
Wonders: Colossus, Marco Polo
Units: Phalanx, Trireme, Diplomat, 2 Caravans.

Romans: 22 tech, 7 cities, 380g, Great wall
Zulu: 18 tech, 8 cities, 658g, war with Sioux, me Lighthouse
French: destroyed by Zulu
Aztec: 24 tech, 7 cities, 247g, Hanging gardens, Great Lib
Americans: 18 tech, 4 cities, 390g, Pyramids
Sioux: 22 tech, 3 cities, 336g, war with Zulu, allied with me, King Richard

+1120 Caravan
+1240 Caravan The wheel Aztecs switched from Shakespeare to Leo.
Contacted Sioux. Banking, Monarchy ->
Sioux -> Wheel, Engineering. T4L2S4.
+1260 Sanitation
+1360 Caravan
+1400 Athens is size 12.
+1480 Caravan T2L2S6.

Status at +1500
City Size: 12 Gold: 146 Techs: 26 Trade routes: 0
Structures: Temple, Harbor, Library, Aqueduct, Marketplace
Wonders: Colossus, Marco Polo
Units: Phalanx, Trireme, Diplomat, 6 Caravans.

Romans: 27 tech, 7 cities, 323g, Great wall
Zulu: 22 tech, 9 cities, 482g, war with me Lighthouse
French: destroyed by Zulu
Aztec: 32 tech, 9 cities, 293g, Hanging gardens, Great Lib
Americans: 22 tech, 6 cities, 297g, Pyramids
Sioux: 27 tech, 3 cities, 341g, allied with me, King Richard

+1520 Aztecs build Leo. Romans switch to Cope.
+1530 Zulu build Michelangelo.
Americans switch to Shakespeare.
Contacted Sioux. Exchanged maps.
+1550 Caravan Invention
Contacted Zulu. Gave them Writing for peace. They refused further knowledge exchange.
Contacted Sioux. Sanitation, University -> Sioux -> Invention, Iron working.
+1560 -> Copernicus Economics
Romans have nearly completed Copernicus. Rush bought Copernicus using 5 Caravans and proceeds from sale of Aqueduct. T4L2S4.
+1570 Caravan
+1600 None Crusader from hut.
+1620 Barbarian horse from hut killed by crusader.
+1630 Aqueduct
+1650 Sewer system
+1660 Democracy Beads caravan to Slim Buttes for 428.
T2L2S6.
+1670 University
Americans have nearly completed Shakespeare. Contacted them to give them Economics. They wanted 50 just to talk. Forget it. They declared war. Contacted Romans who just got Democracy and they want a 100 just to talk to me. Oh, well. I may be able to live without Shakespeare.
+1680 Bridge building Americans build Shakespeare.
Democracy -> Sioux -> Bridge building
Salt caravan to Slim Buttes for 460.
Athens is size 13.
+1690 Bank Gun powder
+1710 Cathedral Metallurgy Economics -> Sioux -> Monotheism
+1730 Colosseum Athens is in celebration.
+1740 Athens is size 14.
+1750 Athens is size 15.

Status at +1750
City Size: 15 Gold: 131 Techs: 34 Trade routes: 2
Structures: Temple, Harbor, Library, Aqueduct, Marketplace, Sewer, University, Bank, Cathedral
Wonders: Colossus, Marco Polo, Copernicus
Units: Phalanx, Trireme, Diplomat, None Crusader, 1 Caravan.

Romans: 35 tech, 7 cities, 348g, war with Americans & me, Great wall
Zulu: 27 tech, 10 cities, 482g, Lighthouse, Michelangelo,
French: destroyed by Zulu
Aztec: 39 tech, 9 cities, 300g, Hanging gardens, Great Lib, Leo
Americans: 29 tech, 6 cities, 315g, war with Romans, Sioux, me, Pyramids, Shakespeare,
Sioux: 35 tech, 3 cities, 530g, war with Americans, allied with me, King Richard

+1752 Conscription Celebration cancelled.
+1758 Zulu build Magellan.
+1760 Caravan Athens is celebrating again.
+1762 Chemistry Aztecs have Chemistry. But they want 50 just
to talk to me. I refused. Athens is size 16.
+1764 Athens is size 17.
+1766 Athens is size 18.
+1768 Athens is size 19.
+1770 Athens is size 20.
+1772 Explosives Romans build Statue of Liberty.
Athens is size 21.
+1774 Stock exchange Aztecs build Sun Tzu.
Celelbration in Athens ended.
+1780 Warrior code Gold caravan to Cedar Creek for 672.
Metallurgy -> Sioux -> Warrior code.
+1782 Navigation Explosives -> Sioux -> Navigation
Aztecs still want 100 just to talk. I refused.
+1784 Caravan Physics Now they want 150. Forget it.
+1786 Polytheism Zulu build Oracle.
Physiscs -> Sioux -> Polytheism
+1788 Steam Engine
+1792 Caravan Contacted Sioux and shared maps.
Contacted Zulu. They refused to share maps.
I gifted Physics to them. Then they shared.
Still cannot see Aztecs.
+1798 Railroad
+1800 Caravan
+1804 Athens is size 22.
+1808 Caravan
+1810 Industrialization Copper caravan to Little big horn for 366.
T1L1S8.
+1816 Caravan Romans build Adam Smith
+1818 Feudalism
Contacted Zulu who have Magnetism. They were not interested in knowledge exchange. Offerend them peace treaty. Still no go. Gifted them Industrialization. Still no go!
+1824 Caravan Found Americans. Signed peace treaty.
They refused to exchange maps.
+1828 Corporation
+1832 Caravan Aztec's Communism makes Marco obsolete.
+1834 Chivalry
+1840 Freight Leadership
+1846 Tactics
+1848 Newton Zulu build Suffrage & Eiffel.
+1850 Freight Revolution started. T2L6S2.

Status at +1850
City Size: 22 Gold: 875 Techs: 49 Trade routes: 3
Structures: Temple, Harbor, Library, Aqueduct, Marketplace, Sewer, University, Bank, Cathedral, Colloseum, Stock exchange.
Wonders: Colossus, Marco Polo, Copernicus, Newton
Units: Phalanx, Trireme, Diplomat, None Crusader.

Romans: No embassy, war with me, Great wall, Adam Smith
Zulu: No embassy, Lighthouse, Michelangelo, Oracle, Magellan,
Eiffel, Suffrage
French: destroyed by Zulu
Aztec: No embassy, war with me, Hanging gardens, Great Lib, Leo, Sun Tzu
Americans: No embassy, Pyramids, Shakespeare,
Sioux: No embassy, allied with me, King Richard, Statue of Liberty
 
+1851 Democracy established. T5L1S4.
+1852 Atomic Theory T0L1S9
+1854 Magnetism
+1856 Freight Refining T3L1S6
+1859 Electricity Americans build Darwin
Contacted Americans for tech exchange.
They were uninterested; maps too.
+1861 T2L1S7
+1862 Freight Electronics
+1863 Aztec Ironclad kills Trireme.
+1864 T3L1S6
+1865 Steel T2L1S7
+1867 Freight
+1868 Machine tools
+1871 Combustion
+1872 Freight
+1873 Aztecs approach and demand 250. I refuse.
Crusader kills Aztec crusader.
Contacted Sioux. No tech exchange. Exchanged maps. Requested gift. Got 50g.
Contacted Americans. Not interested in either tech or map exchange.
Contacted Zulu. They demanded 200. I refused. They declared war. We used to have peace.
Contacted Romans. They too demanded 200. I refused.
+1874 Miniaturization
+1877 Offshore platform Automobile Zulu build Hoover dam. Aztecs build Bach.
Crusader kills Aztec explorer.
+1878 Crusader killed by Aztecs.
+1879 Factory TlL1S8
+1880 -> Super highways Mass production
+1882 T2L1S7
+1883 Computers
+1885 Mass transit
+1886 -> Research lab Nuclear Fission Aztec build UN. Athens is size 23.
+1889 Nuclear power
+1891 Mass transit T6L1S3
+1892 Communism Contacted Sioux. No tech exchange. T0L1S9
Contacted Americans. Tactics -> Americans -> Communism. Shared maps. For the first time I know where the Aztec are. They are likely going to be my main rival in space race.
+1893 Mobile warfare Someone's flight cancels Colossus. T2L1S7
+1895 Flight
+1897 Factory
+1898 Radio
+1900 Aztec destroyer kills Diplomat and Phalanx.
+1901 Advanced flight Aztec destroyer kills 2 Freights.
+1902 Aztec destroyer kills 2 Freights.
+1903 Alpine troop Aztec destroyer kills last Freight.
+1904 Laser T1L1S8
+1905 Battleship
+1907 Rocketry Zulu build Cure for cancer
+1909 Alpine troop Aztec destroyer kills alpine troop.
American capital moved to Philadelphia.
Battleship kills Aztec destroyer.
Gave computers to Americans for alliance.
+1910 Space flight
+1911 AEGIS cruiser
+1913 Robotics Battleship kills Aztec cavalry and alpine
+1914 Nuclear plant
+1915
Contacted stupid Americans who did not take Washington back when my battleship rendered it defenseless. They demanded space flight and when I refused they broke the alliance.
+1916 Combined arms
+1917 Manufacturing plant AEGIS kills Aztec alpine and becomes vet
+1918 AEGIS kills 2 Aztec destroyers
Stupid Americans again failed to take defenseless Washington. I contacted them and they want 3700 to attack Aztecs!
+1919 Plastics
+1920 Battleship kills Aztec cruiser.
+1921 Freight
+1922 Freight Superconductor T3L1S6
+1923 Freight Aztec cruiser killed in attack on battleship and
made it vet. Battleship kills Aztec engineer
and destroyer.
+1924 Freight
+1925 Apollo Battleship killed in attack on Aztec battleship
+1926 Espionage
+1930 Stealth Romans build SETI
+1934 Fusion power Made detailed plan for building space ship.
I am need 6480g and 29 turns. T8L1S1
Sewer system sold.
+1935 SS Module Apollo built. Aqueduct sold.
+1936 2 Freights spent for Module
+1937 SS Module
+1938 Last 2 Freights spent for Module
+1939 SS Module
+1942 First pollution ever.
+1943 SS Structural Rush bought a barracks & switched.
+1944 SS Structural Rush bought a barracks & switched.
+1945 SS Structural Rush bought a barracks & switched.
+1946 SS Structural Rush bought a barracks & switched.
+1947 SS Structural Theology Rush bought a barracks & switched.
+1948 SS Structural Rush bought a barracks & switched.
+1949 SS Structural Rush bought a barracks & switched.
+1950 SS Structural Zulu join the space race with 6 structurals.
Rush bought a barracks & switched.

Status at +1950
City Size: 23 Gold: 2030 Techs: 79 Trade routes: 3
Structures: Temple, Harbor, Library, Marketplace, University, Bank, Cathedral, Colloseum, Stock exchange, offshore platform, super highways, Research lab, Mass transit, Factory, Nuclear plant, Manufacturing plant.
Wonders: Colossus, Marco Polo, Copernicus, Newton, Apollo.
Units: 1 Alpine troop, 1 AEGIS cruiser.

Romans: No embassy, war with me, Great wall, Adam Smith, SETI
Zulu: No embassy, war with Sioux &me, Lighthouse, Michelangelo, Oracle, Magellan,
Eiffel, Suffrage, Statue of Liberty, Hoover
Dam, Cure for cancer.
French: destroyed by Zulu
Aztec: No embassy, war with me, Hanging gardens, Great Lib, Leo, Sun Tzu,
Darwin, Bach, UN
Americans: No embassy, Pyramids, Shakespeare,
Sioux: No embassy, war with Zulu; allied with me, King Richard

+1951 SS Structural Zulu build 11 more structurals.
Rush bought a barracks & switched.
Contacted Sioux to offer them military help against Zulu. Instead they wanted Superconductor and when I refused broke our alliance. I contacted them again to gift them knowledge. They wanted Superconductor or space flight. I refused to give either.
Contacted Americans. They offered alliance and I gladly accepted. They are at war with Zulu. I offered to gift them knowledge. But these stupid guys, like Sioux, want Superconductor or space flight. I refused.
Contacted Romans. Made peace with them. Offered knowledge. Same scenario as before.
Contacted Aztecs. They wanted 350 just to talk to me. I refused.
+1952 SS Structural Zulu build 10 more structurals.
Rush bought a barracks & switched.
+1953 SS Structural Zulu build 5 more structurals.
Rush bought a barracks & switched.
+1954 SS Structural Zulu ship has full (39) structurals.
Rush bought a barracks & switched.
Repeat of 1951 diplomatic exchanges.
+1955 SS Structural Rush bought a barracks & switched.
+1956 SS Structural Rush bought a barracks & switched.
+1957 SS Structural Rush bought a barracks & switched.
+1958 SS Component Rush bought SDI & switched.
+1959 SS Component Americans acquire Space flight from Romans
Rush bought SDI & switched.
Repeat of 1951 diplomatic exchanges with
Plastics in place of Space flight.
+1960 SS Component Recycling Sioux civilization destroyed by Zulu.
Rush bought SDI & switched.
+1961 SS Component Roman civilization destroyed by Zulu.
Americans join the space race: 2 structurals
Rush bought SDI & switched.
Repeat of 1959 diplomatic exchange.
+1962 SS Component Zulu build 3 SS components.
Rush bought SDI & switched.
Contacted Americans. Gifted them Plastics, Radio, Mobile warfare. Stopped when their choices were Superconductor or Nuclear Fission.
Contacted Aztecs. They still want 400 to talk to me.
Contacted Zulu. They wanted break off with Americans. I refused. (On second thought I should not have.) They wanted Superconductor. I also refused.
+1963 SS Component Aztec join the space race with 2 structurals.
Americans develop Nuclear fission.
Rush bought SDI & switched.
Contacted Americans. They wanted Superconductor or Laser. I refused.
Contacted Aztecs. They wanted break up of alliance with Americans. I accepted. Then they wanted Fusion power or Robotics. I did not give them either. Does this mean they have Super conductor?
Contacted Zulu. They wanted break up of peace with Americans. I accepted. Then they wanted Superconductor or Laser. They got neither. This put my mind at some ease.
+1964 Airport 15s3c1m Space ship launched. Arrival 1979.
+1965 AEGIS kills Zulu helicopter near Athens.
Contacted Zulu. They demanded Superconductor. I refused. They declared war.
Contacted Aztecs. They demanded 250. I refused. They declared war.
Contacted Americans. Made peace. They want Superconductor or Laser. They did not get either.
+1966 SAM missile battery
+1968 Police station
Contacted Americans. They wanted Superconductor just to talk to me. I refused.
Contacted Aztecs. They demanded 250. I refused.
Contacted Zulu. They wanted me to declare war on Americans. I did. They offered peace. I accepted. Offered them a gift of knowledge. They wanted Robotics or Fusion power!
+1969 Carrier
Zulu build 3 modules and launch a space ship with full structurals and components due to arrive in 1977; two years before mine. Aztecs start building components as well, but they have too few spaceship parts to be able to become a threat. The question now is can I take Zulu capital out in 7 turns? Made a detailed plan of attack on Zimbabwe with an AEGIS, a carrier, 2 Stealth bombers, and one helicopter. It will cost 1945. I have 934. The rest must come from yearly income and sale of structures. All 3 scientists turned to taxmen. T9L1S0. University sold.
+1970 Helicopter Aztecs & Americans build SS components.
Research lab sold.
Contacted Americans. They asked me to break peace with Zulu. I obliged. Then they wanted 300 just to talk to me. I refused. Aztecs wanted 850. Zulu were not even willing to meet me. I was hoping to exchange maps with someone.
+1971 Stealth bomber Library sold.
Contacted Americans. They refused to exchange maps. Aztecs wanted Fusion power to talk. I refused. Zulu asked me to break peace with Americans. I agreed. Then they offered peace. I accepted. But then they refused to exchange maps.
+1972 Stealth bomber
+1973 Armor T8L1S1.
+1974 Stealth bomber Zulu helicopter seen near moving navy.
+1975 Revolution started to get rid of senate.
Despite SAM in Zimbabwe two Zulu alpine troopers killed by two stealth bombers.
+1976
Zulu use 13 cruise missiles to sink my ships! My stealth bombers each kill a Zulu Rifleman and then drop. Helicopter kills another rifleman. Zimbabwe is still not defenseless.
+1977 Zulu space ship arrives. Game lost.
 
Jayne, some thoughts:

- great city name!
- Forests dont give Trade, and OCC is a tech race. Irrigated Plains would have given you faster techs.
- I made the ship ASAP, before Temple - happiness is not a problem till 4th citizen. Start a Settler, and switch when you get Maps.
- I learned in this game - doing OCC, give away ALL techs to make AI civs happy! well, maybe keep one back while you are building the wonder...
- Exchange techs only for things you need right then. On first contact without MarcoPolo or a Dip to get Intel, agree to one exchange only to see what they have. Then gift everything else you have to get them Worshipful. This will get you their map as well as a shot at alliance.
- You got Writing at 2600BC. You should have pounded out a few Dips and brought the Phalanx home (or did you?).
- Forget the GreatLibrary - once your city maxes out and you get Copernicus and Newton you are doing a tech every other turn, and you get to choose which...
- Republic from a hut in 325BC! I'm bawling...
- "100BC Romans destroyed": big trouble - they will be your KeyCiv...
- Dont worry about commodity caravans that arent in demand, like Oil. Deliver them to the biggest AI city you can find; you still get the delivery bonus, but its the ongoing trade route that really counts.
- You did the right thing RushBuying Copernicus- don't lose those Science Wonders!
- You should have milked that alliance with Americans more...
-Shakespeares Theatre is the Wonder that would have solved your disorder problems...
- I completely forgot about putting a Dip out there on sentry duty! Brilliant!
- Read Smash's log: he's the master this round...
 
Unfortunately I have had a computer disaster and had to re-format.I lost everything including my GotM 23 saves before I had sent them in.

I have allready seen the map and am therefore ineligible to participate.My first "missed" Civ2 GotM....tis a sad day :cry:
 
OldNSlow:
- Could you point me to where you got the lists of 0/1/2 techs? I use a different system, but would be nice to know.
- Why did you move the citizen from Fish to Ox? The extra Shield isnt worth the lost Trade...
- What good's a war you cannot finish? My mistake too... But if you attack the city with a Warrior inside and win it decreases in size... just wait till the next warrior is rush-built and then attack again...
- You lose BIG forgetting to get out of Despotism ASAP...
- All you needed back home was 2 Warriors - Barbs cannot land if there is no empty tile...
- Oil seems to be favored in the far north. I had Beads and Salt rather than Silver. Could have used the extra bonus.
- You should be checking power EVERY round...
- You let the war with Americans go on too long - wait 3 turns, give them something, get CF, 3 more turns, ask for peace.
- I love your hut reload descriptions
- I had to give up MarcoPolo too.
- Unclogging trade seems to be changing city size or building a wonder with extra caravans.
- Others have reported turning Sci down causes AI civs to turn it down too. I have not verified this...
- Keep pluggin!
 
Smash - so sorry, but your log stands as testament...

I've been away for several days, some more comments above and AD log to follow this week. YearEnd crunch is descending. Office had a server crash (not my fault); seems to be the season...
 
Last thought while I'm eating lunch:

Minimizing loss of KingRichards - Getting KingRichards early was a key solution to the lack of shields in GOTM23, but losing it again puts you back in the doghouse. So I researched the shortest path between Industrialization, which kills KingRich, and Miniaturization, which allows you to build OffshorePlatform:

Indust/Corp/Steel/Electronics/MachineTools/Miniaturization

You have to get a bunch of pre-reqs to make this path happen, but when I've tested this out with CIV2PLAN I cannot find a path that only has the six steps. The best I've done is seven, and that is presuming no hut popping or alliance-begging during the whole path, which will probably be twelve to fifteen turns. Hope this helps someone.
 
Re: ElephantU

- Could you point me to where you got the lists of 0/1/2 techs? I use a different system, but would be nice to know.

A) I may have copied from a post, but if not it is simply the alphabetized list of techs (with Alphabet set as “0”). Thus ad flight is a “2”, Alpha is a “0”, Am War is a “1”, Astro is a “2” and so on. I put the list into an Excel file so it was easy to put together.

- Why did you move the citizen from Fish to Ox? The extra Shield isn’t worth the lost Trade.

A) I counted the beakers. I don’t think that there is any carryover with one city, so the excess beakers are lost. It is a little bit of fine tuning from a Starlifter (or some other sage) post.

- What good's a war you cannot finish? My mistake too... But if you attack the city with a Warrior inside and win it decreases in size... just wait till the next warrior is rush-built and then attack again.

A) The Americans on their turn, rushed a warrior and attacked (failing). On my portion of the turn, the city was empty, size 2. Their next turn, they rushed a warrior and attacked (failing again). My turn, empty city, still size 2. So I took my vet horse & left the area.

- You lose BIG forgetting to get out of Despotism ASAP.

A) Yup.

- All you needed back home was 2 Warriors - Barbs cannot land if there is no empty tile.

A) Didn’t really have much incentive to use the shields any other way. Besides there was that small chance that my first visitor wouldn’t be barbs.

- Oil seems to be favored in the far north. I had Beads and Salt rather than Silver. Could have used the extra bonus.

A) Salt came later anyway -- and by that time nobody wanted Salt anyway.

- You should be checking power EVERY round.

A) I should do a lot of things every round -- I was happy to check the beakers required per advance (for a while); sometimes I forgot to re-toggle the science rates after the last round before an advance.

- You let the war with Americans go on too long - wait 3 turns, give them something, get CF, 3 more turns, ask for peace.

A) Is 3 turns the magic wait period? I wasn’t sure.

- I love your hut reload descriptions
- I had to give up MarcoPolo too.
- Unclogging trade seems to be changing city size or building a wonder with extra caravans.

- Others have reported turning Sci down causes AI civs to turn it down too. I have not verified this.

A) I only have anecdotal evidence -- I think the effect also works on governments to a point (try a game (maybe in cheat mode), give fundy away & war for a while at a low level; then see what happens; then do the same with democracy.)

- Keep pluggin!

A) My concluding log to follow...
 
Originally posted by Old n Slow
A) I counted the beakers. I don’t think that there is any carryover with one city, so the excess beakers are lost. It is a little bit of fine tuning from a Starlifter (or some other sage) post.

Ah - I did not see a "switch back" so I thought you were trying to get more food and the extra shield...

A) The Americans on their turn, rushed a warrior and attacked (failing). On my portion of the turn, the city was empty, size 2. Their next turn, they rushed a warrior and attacked (failing again). My turn, empty city, still size 2. So I took my vet horse & left the area.

We both blew it with the Americans. Given how much trouble we had later with them chasing wonders, perhaps we should have stuck around and finished them off...


A) Didn’t really have much incentive to use the shields any other way. Besides there was that small chance that my first visitor wouldn’t be barbs.

Jayne's trick was to put a Dip out there on the second Plains - saves on supported units, and you never know when you need a spare...

A) I should do a lot of things every round -- I was happy to check the beakers required per advance (for a while); sometimes I forgot to re-toggle the science rates after the last round before an advance.

My current 9-step list:
1- record Gold,BeakersAccumulated,Turns,PowerRating (if changed, recalc BeakersNeeded)
2- while checking Power, glance at other civs Attitudes
3- check CityHappiness,Pollution,FoodBox
4- talk to other civs before move (update maps? exch techs? -recalc)
5- move
6- need after-move talks?
7- check and rearrange Research rates, move workers
8- check/rearrange Production,RushBuying
9- final check of map, cities,log


A) Is 3 turns the magic wait period? I wasn’t sure.

I don't know if it is magic, but it works for me, even when they are pissed.
 
680AD : Cornith (Greek) builds Magellian's Expidition!

somewhere in here Narcity (Greek) builds Adam Smith's Trading Co.

920AD : Finally discovered the little wooded isle only 4 squares west of capitol. :lol:

940AD : Narzian (Greek) population reaches 5 million!

940AD : Greeks capture barbarian city of Tlaxcala (first conquest in almost 500 years)

940AD : Finally Romans insulted "for the last time", war! [dance]

1000AD : Temporarily switched to Monarchy, bribed Aztec city of Tlatelolco, demanded tribute from French, Sioux (not a large haul but a couple hundred gold isn't too bad either, almost makes up for economic damage due to government "switch".)

Stats : 33 cities, 5.6 mil. population, 31 techs (most of my trade going into money)

1040AD : Greek scientists discover secret of "The Wheel" :lol: I kept expecting someone else to get it so I could trade, no dice.

1120AD : Greeks capture Roman city of Cumae

time to take a break again...
 
1660 -- Discover Uni -- on to TG.
1670 -- Americans start ME (but I want that!). see Zim -- contact & trade Nav for Poly (which I really don’t want, but I’m want something else…) get to Worshipful & trade Maps -- See some France.
(1680 -- Americans develop Invention, switch Wonder to Leo’s. Hmmmm I think I see a new strategy for OCC in the future (and WHY didn’t I think of this before?) Get to Invention sooner, give it away & let the ai’s work Leo’s instead of the string of Wonders that I want!)
1690 -- Discover TG -- > Phy (over Chem, Eco, IW, Mono)
1710 -- Discover Phy -- > Eco
1740 -- Discover Eco -- > Mag
1750 -- (Aztecs build Oracle) Talk to Americans, pay50g, get CF; swap PHY & Eco, get Inv & IW
1754 -- Discover Mag -- > Dem
1756 -- Deliver Salt (to the one demanded site in the world, size 3 Ulundi) = 644g
1758 -- Discover Dem -- >Chem (meanwhile we’re stocking up on food every other turn)
1760 -- America builds Leo’s (and they still have only 4 cities!)
1762 -- Cash in the food: Athens builds Isaac. (Americans and Aztecs declare war; Americans take Xo…(on the south side or their rock))
1768 -- Discover Chem -- >Steam
(the record is fuzzy we discover Steam at some point & move on…)
1772 -- (America develops Mono (there is a joke in there, but we decide to avoid it), survey shows that we’re #2 in $, America is #3, Sioux & Zulu are at the bottom; we evidently don’t know all the right people.)
1776 -- contact with the Aztecs -- we give some techs & share Maps.
1780 -- Hut = 100g.
1782 -- Discover RR -- > Chiv; deliver Gold (d) to Teno =764g. (Aztecs start Magellan)
1784 -- Discover Chiv; Athens builds Darwins; revolt.
1786 -- Discover Gun; Discover Metal; become Democracy.
1792 -- Discover Explosives -- >Elec.
1796 -- Discover Elec -- onto Lead; deliver Salt (d) to Teot = 518 (not much of a boat chain to work with -- if one had the confidence that the commodities would refresh themselves immediately upon delivery, it might worth the shields & time to set up such a chain to the other side of the world, regardless of demand. But for now, shorter demanded hauls are worth it, I think.)
1798 -- Discover Lead, on to Conscription. Now at 47 techs. Now at war with America (why do they do this to me? Well since they want to play that way -- I’ll thank them for that pretty boat -- now mine.) 1260 beakers to next advance; Power rating = We’re Strong (!!??! -- but we’re in OCC how can we be strong?) America has 38 techs, and is pressing us throughout most of history -- giving just doesn’t feel as right as it should.
1802 -- Discover Conscription -- >Tactics. (Aztecs nearly complete Magellan…we decide that we do want this, so four food caravans and 800g are sacrificed. I wonder who has built the most wonders in OCC?)
1804 -- Athens builds Magellan’s.
1806 -- Discover Tactics -- > Refridge( over AW, AT, Ind, Mono) Plan is to delay Ind (keeping KRC for food & other caravans; AT moves us towards Flight (necessary, but also kills the Col effect) another to be delayed where possible, AW and Mono are effectively dead end (yeah, refridge is too, but it can yield a couple of extra citizens…Somewhere in here an engineer was squeezed out & the Ox became an Oasis & the plains became grass, later farmland)
1812 -- Discover Refr -- >AT (over AW, Ind, Mono)
(1814 -- Amer disc RR)
1818 -- Discover AT -- >AW (no other choice -- oops, didn’t pay close enough attention to the tech choice tree.) Oh well. Hmmm power is now Moderate (hint; aim for Yellow) 1715b required. Give 5 techs to Aztecs (they had 28, I have 51), and at their request declare war on France to gain alliance & 50g. Now 1568b required.
1822 -- Hut = Rifle
(1824 -- Amer dev Ind -- KRC gone (Oh well #2 -- it should have been gone a couple of turns ago if I discovered Ind in the proper fashion instead of looking at this dead end tech.)
1828 -- Discover AW -- > Ind. Aztec dev Ind. We trade away Tactics for Ind with our Ally, then ask for a gift -- they dissolve the alliance.
(1830 -- Change research to Corp.)
(1832 -- As soon as the engineer finishes transforming the plains to grass -- he’ll deal with the two skulls hanging around from KRC’s production.)
1834 -- Discover Corp -- >Commy
(1838 -- What??? the Skull on the Oasis (former Ox) just disappears?? Is this a natural effect of the cold winds or did an unseen wandering settler appear with eight tiny reindeer? But thanks never the less :D )
1840 -- WAUGH -- Amerks sink a little boat with two product camels bound for their markets in AMERICA.:cry:
1842 -- Discover Communism -- >ESP. (Yes I know that ESP is a dead end tech. Yes, I know that Communism is off the main line. I don’t have a healthy feeling about the Americans (which is why I usually play them when I have a free choice.) I just think that having a couple of spies is a measure of safety.) Now 1696b per advance.
1844 Buy Stock Exchange
(1846 -- Americans grant Women Suffrage.)
1848 -- Discover ESP -- >Steel. Buy a spy (two turns at 618b and one turn at 546b will get the next advance)
1851 -- buy a barb frigate; buy a factory.
1852 -- Discover Steel -- >Machine Tools
1855 -- Discover Machine Tools -- >Electronics
1856 -- American Ironclad sinks my newly acquired frigate. Another ironclad nails the dropped off spy near Rome. I guess my old “friends” don’t want me to make new ones. Rome completes Adam Smith.
1858 -- Discover Electronics -- >Mini; 1881b req. (Moderate power) Give 5 techs to Aztecs (who have 37 techs), now 1824b req. Not hardly worth it. buy another barb frigate. (I think I’ve only built one boat this game (so far)).
1861 -- Discover Mini -- >Refine; buy an offshore platform (I’ve been salivating for this for a loooooonng time. (now need 1856b/advance; am getting 666b/turn.)
1862 -- Get an embassy with Rome. They respond nicely by SINKING my caravel & spy! :mad:
1864 finally pay $$ and get a CF with America, trade for Refine, switch to Comb.
1866 -- Discover Comb -- >Auto now need 2100b per advance (What a jump! Oh we’re now Inadequate in power -- and France is the only country where we don’t have an embassy. deliver Salt to Ulundi for 680g.
1867 But a Power plant
1868 -- Discover Auto -- > Mass Production (Am getting 48 shields per turn with the Ox now an Oasis -- Let’s change this to a Buff -- 50+/turn would greatly help the truck production. However the 40 Triangles do cause some worry. Now 1952b required, and we’re Moderate in Power.
1871 -- Discover Mass Production -- > Computers. 1984b req. 666b/turn
1873 Deliver gold (d) to Bapedi = 1200g. toggle to $$$
1874 -- Discover Computer -- >Recyc (I think we’d like no triangles, so we’ll need one of these. Start & soon RB the MT.
1878 -- Discover that we forgot to re-toggle after the gold delivery. No beakers to speak of, but we made $3K. Oh well #3.
1881 -- Discover Recyc. -- >MW (Aztecs begin Hoover Dam.)
1884 -- Discover MW -- >NF (over Flight, GE, GW, Mono, Rob)
1887 -- Discover NF -- >NP (over Flight, GW, Mono; Flight looks to be the joker tech, I’ll have to research it soon, but I want to get every required non flight tech first (although this might be an inferior tech if I’m forced to research an off line tech later on -- haven’t checked that out yet.). now 2178b required, aiming for 784b/turn. Deliver Salt to France for 688g.
1888-- Have to make a choice. Aztecs are about to complete Hoover’s. In the five OCC games I’ve toyed with on my own, I’ve lost two -- one where an ai built SETI , researched the necessary techs in time to build a mondo SS and beat me to AC. The other was an ai that built Hoover’s built a mondo SS in very short order and also beat me to AC. Soooo I have a bad taste about allowing an ai (which could lose Hoover’s t someone else anyway) to have this critical wonder. We cash in a dozen trucks.
1889 -- Athens build’s the Hoover Dam. Discover NP (Hey! My trireme can move 6!)
(1890 -- Sell Power plant.)
1892 -- Discover Laser -- >Flight (over GE, GW, Mono, Rob)
1895 -- Discover Flight -- >Mono (over GE, GW) 2277b req. Even at a max 0.0.10, (880b/t) it takes 4 turns per advance now. Have to bite the bullet & I may be shooting myself in the foot, but we talk to the Americans -- first we have to pay 200g just to say hi, then we give Computers, trade away MW, MP, and Lead for Mono, GW, & Theo (yeah I know, dead end stuff, not required, will slow me down, but I’ll save 4 turns now for one dead end & may save another 4 turns later if forced among these techs. Besides, I seem to have a hard time talking to these guys. Amer now a commy gov’t.
1896 -- Switch techs -- Arch (one trade too many) now the choice is Fundy or Labor -- guess what we choose. American relations, last turn enthusiastic; this turn Hostile. Nope we don’t talk much.
1899 -- Discover Labor -- >Radio (over Fundy (0), GE (2), Rob(2),guess I’d better keep track of the tech choices again)2555b req.
1901 hey Salt and Gold available again!
1903 -- Discover Radio -- >Ad fly (over Fundy (0), GE (2), Rob(2)) 2590b req. will complete Airport next turn (via PRB & disbanded Eng.)
(1906 Hey -- my b/turn has increased from 696 to 704 -- Oh Boston (two routes) now gives 13 arrows vice the previous 12)
1907 -- Discover Ad Flight -- > Rocketry (over CA (*), Fundy (0)) 2700b/advance
(1909 -- Americans discover robotics; close to completion of SETI. OK tough choice #2, and this time, my good buddies (lol) the Amerks. Well like the advice in the Godfather, (keep your friends close and your enemies closer) I want the Americans right next door. Oh they are. And so we cash in another dozen food trucks.)
1910 -- Athens builds the SETI program (and will have to sell the research lab at some point in time.)
 
Old N Slow:
- Why did you want Magellans if the boat chain wasnt worth it?
- I discovered the Invention trick a few OCCs ago, but it has a downside - your caravan delivery bonuses go down...
- The Salt delivery to Ulundi: was that your third trade route? Look for bigger cities closer to home for the ongoing trade, but if it was not on your Supply list anymore, send it as far as you can...
- See if you can delay RR next time, which is the lead in to Industrialization and kills KingRich.
- I never hit Strong, I think I maxed out at Moderate. Tech-bomb your KeyCiv (Strong=Cyan,Moderate=Yellow) to get those tech beaker costs down. I know you hate to help them out, but if you can keep them Enthusiastic for a while with tech gifts they get more friendly... (Alternative: build EiffelTower...)
- I punted on Magellans - save the caravans and gold for Apollo and spaceship parts.
-AtomTheory doesnt lead to Flight, it leads to Nukes, but it is the easy one to get; MassProd is the hard one, so sit on that to keep the AI from researching Nukes early. I usually choose one tech to sit on for a while: mid-game it is Democracy, cause I want to buy some NONE ships and units, later it is MassProd, and I stop techgifting around Flight until their attitude falls to Uncoop...
- Amer> RR 1814, Amer>Indust 1824? How are they researching so fast? Are they delivering mega caravans? If they are going to be belligerent, take out some of their science improvements...
- There's a great DOS utility called CIV2PLAN that shows you what the next choice will be, so you know when to exchange to get better choices...

Not lookin good there... Americans are too close...
 
Back
Top Bottom